My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Great!
Versatility
Good
F2P score
Mediocre

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Ice Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Valkyrie Ice Wizard Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider Goblin Barrel

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Valkyrie Hog Rider

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Valkyrie Hog Rider Goblin Barrel Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Hog Rider Goblin Barrel Skeleton Army
Giant Snowball
Fire Spirit Hog Rider Goblin Barrel Skeleton Army
Zap
Fire Spirit Goblin Barrel Skeleton Army
Barbarian Barrel
Fire Spirit Valkyrie Goblin Barrel Skeleton Army Ice Wizard Electro Wizard
The Log
Fire Spirit Hog Rider Goblin Barrel Skeleton Army
Earthquake
Hog Rider Goblin Barrel Skeleton Army
Arrows
Fire Spirit Goblin Barrel Skeleton Army
Royal Delivery
Fire Spirit Valkyrie Hog Rider Goblin Barrel Skeleton Army Ice Wizard Electro Wizard
Fireball
Hog Rider Goblin Barrel Skeleton Army Ice Wizard Electro Wizard
Poison
Skeleton Army Ice Wizard Electro Wizard
Lightning
Valkyrie Ice Wizard Electro Wizard
Rocket
Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Valkyrie Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Fire Spirit Valkyrie Skeleton Army Ice Wizard

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Fire Spirit Goblin Barrel Ice Wizard Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Zap Goblin Barrel Skeleton Army Ice Wizard Valkyrie Hog Rider Electro Wizard

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

9 Fire Spirit Zap Goblin Barrel Skeleton Army

Attack Synergies 6 9

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Fire Spirit
Valkyrie Hog Rider Zap Goblin Barrel
Zap
Hog Rider Electro Wizard Fire Spirit Valkyrie Ice Wizard
Valkyrie
Fire Spirit Hog Rider Goblin Barrel Zap Electro Wizard
Hog Rider
Fire Spirit Zap Valkyrie Goblin Barrel Electro Wizard
Goblin Barrel
Valkyrie Fire Spirit Hog Rider Skeleton Army Ice Wizard
Skeleton Army
Goblin Barrel
Ice Wizard
Zap Goblin Barrel
Electro Wizard
Zap Valkyrie Hog Rider

Defense Synergies 1 10

Fire Spirit
Zap Valkyrie Electro Wizard
Zap
Electro Wizard Fire Spirit Valkyrie Skeleton Army Ice Wizard
Valkyrie
Fire Spirit Zap Ice Wizard Electro Wizard
Hog Rider
Goblin Barrel
Skeleton Army
Zap Ice Wizard Electro Wizard
Ice Wizard
Zap Valkyrie Skeleton Army
Electro Wizard
Zap Fire Spirit Valkyrie Skeleton Army

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Valkyrie Electro Wizard
Skeleton Army Zap Valkyrie Ice Wizard Electro Wizard
Skeleton Army Fire Spirit Valkyrie Ice Wizard Electro Wizard
Skeleton Army Valkyrie Ice Wizard Electro Wizard
Valkyrie Skeleton Army
Skeleton Army Fire Spirit Zap Valkyrie Ice Wizard Electro Wizard
Electro Wizard Fire Spirit Zap Ice Wizard
Zap Valkyrie Electro Wizard
Skeleton Army Ice Wizard
Skeleton Army Fire Spirit Valkyrie Ice Wizard Electro Wizard
Valkyrie Skeleton Army Ice Wizard Electro Wizard Zap
Zap Ice Wizard Electro Wizard
Skeleton Army Fire Spirit Zap Valkyrie Ice Wizard Electro Wizard
Fire Spirit Valkyrie Skeleton Army Zap Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Zap Electro Wizard
Valkyrie Skeleton Army Electro Wizard
Fire Spirit Zap Valkyrie Skeleton Army Ice Wizard Electro Wizard
Zap Valkyrie Fire Spirit Ice Wizard Electro Wizard
Electro Wizard
Valkyrie Skeleton Army Fire Spirit Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Valkyrie Skeleton Army Zap Electro Wizard
Electro Wizard Zap Valkyrie
Skeleton Army Zap Valkyrie Electro Wizard
Valkyrie Skeleton Army Zap Electro Wizard
Valkyrie Skeleton Army
Fire Spirit Zap Ice Wizard Electro Wizard
Skeleton Army Valkyrie Ice Wizard Electro Wizard
Valkyrie Skeleton Army
Zap Electro Wizard Valkyrie Skeleton Army
Skeleton Army
Valkyrie
Skeleton Army Zap Valkyrie Electro Wizard
Skeleton Army Valkyrie
Valkyrie Skeleton Army
Skeleton Army Electro Wizard Zap Valkyrie
Valkyrie Zap Ice Wizard Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Valkyrie
Zap Ice Wizard Electro Wizard
Valkyrie
Fire Spirit Zap Valkyrie
Fire Spirit Zap Ice Wizard
Fire Spirit
Fire Spirit Zap Ice Wizard
Zap
Fire Spirit Electro Wizard
Zap Valkyrie Electro Wizard
Fire Spirit Zap
Fire Spirit
Zap
Zap
Fire Spirit Zap Electro Wizard
Fire Spirit Zap Valkyrie
Zap
Zap Fire Spirit Valkyrie Ice Wizard
Zap Ice Wizard Electro Wizard
Zap
Zap
Fire Spirit Zap Ice Wizard Electro Wizard
Zap Electro Wizard
Zap
Zap Electro Wizard
Zap Electro Wizard Fire Spirit Skeleton Army
Fire Spirit Zap Ice Wizard Electro Wizard
Valkyrie Electro Wizard
Zap
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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