My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions 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.

Bomber Archers Valkyrie Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows

Punishments

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

Hog Rider

Pump responses

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

Missing

Dropped at the bridge

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

Valkyrie Hog Rider Giant Skeleton

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 Giant Skeleton 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
Bomber Archers Minions Hog Rider Giant Skeleton
Giant Snowball
Bomber Archers Minions Hog Rider
Zap
Bomber Archers Minions
Barbarian Barrel
Bomber Archers Valkyrie Giant Skeleton Electro Wizard
The Log
Bomber Archers Hog Rider Giant Skeleton
Earthquake
Bomber Archers Hog Rider
Arrows
Bomber Archers Minions
Royal Delivery
Bomber Archers Minions Valkyrie Hog Rider Giant Skeleton Electro Wizard
Fireball
Bomber Archers Minions Hog Rider Electro Wizard
Poison
Bomber Archers Minions Electro Wizard
Lightning
Valkyrie Electro Wizard
Rocket
Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Valkyrie

Ladder info

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.

Arrows Valkyrie Giant Skeleton

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.

Minions 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Archers Arrows Minions Valkyrie Hog Rider Electro Wizard Giant Skeleton

Shortest cycle

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

11 Bomber Archers Arrows Minions

Attack Synergies 4 15

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.

Bomber
Minions Valkyrie Hog Rider Giant Skeleton
Archers
Valkyrie Arrows Hog Rider Giant Skeleton
Arrows
Hog Rider Archers Giant Skeleton
Minions
Hog Rider Bomber Valkyrie Giant Skeleton
Valkyrie
Archers Hog Rider Bomber Minions Giant Skeleton Electro Wizard
Hog Rider
Arrows Minions Valkyrie Bomber Archers Giant Skeleton Electro Wizard
Giant Skeleton
Bomber Archers Arrows Minions Valkyrie Hog Rider Electro Wizard
Electro Wizard
Valkyrie Hog Rider Giant Skeleton

Defense Synergies 2 11

Bomber
Valkyrie Electro Wizard
Archers
Valkyrie Minions Giant Skeleton Electro Wizard
Arrows
Valkyrie Giant Skeleton
Minions
Valkyrie Archers Giant Skeleton Electro Wizard
Valkyrie
Archers Minions Bomber Arrows Electro Wizard
Hog Rider
Giant Skeleton
Archers Arrows Minions Electro Wizard
Electro Wizard
Bomber Archers Minions Valkyrie Giant Skeleton

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.

Bomber Minions Valkyrie Electro Wizard
Bomber Minions Valkyrie Electro Wizard
Bomber Archers Minions Valkyrie Giant Skeleton Electro Wizard
Bomber Minions Valkyrie Electro Wizard
Bomber Arrows Valkyrie Giant Skeleton
Arrows Bomber Archers Minions Valkyrie Electro Wizard
Minions Electro Wizard Archers Arrows
Arrows Valkyrie Giant Skeleton Electro Wizard
Minions
Bomber Archers Valkyrie Giant Skeleton Electro Wizard
Archers Minions Valkyrie Electro Wizard Bomber Arrows Giant Skeleton
Arrows Minions Archers Electro Wizard
Bomber Minions Valkyrie Giant Skeleton Electro Wizard
Bomber Valkyrie Arrows Minions Electro Wizard
Electro Wizard
Electro Wizard
Bomber Arrows Minions Valkyrie Electro Wizard
Arrows Bomber Archers Minions Valkyrie Electro Wizard
Arrows Valkyrie Bomber Archers Minions Giant Skeleton Electro Wizard
Electro Wizard
Bomber Valkyrie Archers Arrows Minions Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Valkyrie Archers Giant Skeleton Electro Wizard
Electro Wizard Bomber Archers Arrows Valkyrie
Giant Skeleton Minions Valkyrie Electro Wizard
Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Valkyrie
Arrows Archers Minions Electro Wizard
Archers Minions Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Valkyrie
Giant Skeleton Electro Wizard Minions Valkyrie
Minions Valkyrie Giant Skeleton
Arrows Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Valkyrie
Bomber Archers Valkyrie
Electro Wizard Bomber Archers Minions Valkyrie Giant Skeleton
Arrows Minions Valkyrie Bomber Archers Giant Skeleton 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.)

Arrows Valkyrie Giant Skeleton
Arrows Electro Wizard
Arrows Giant Skeleton
Arrows Valkyrie Giant Skeleton
Bomber Arrows Valkyrie
Arrows Minions
Bomber Archers Arrows
Arrows
Arrows
Minions Electro Wizard
Arrows Valkyrie Electro Wizard
Archers Arrows
Arrows Minions
Arrows
Bomber Arrows
Arrows
Arrows
Bomber Minions
Bomber Archers Arrows Electro Wizard
Bomber Arrows Valkyrie
Minions Giant Skeleton
Arrows
Arrows
Arrows Bomber Valkyrie
Arrows Electro Wizard
Arrows
Arrows
Archers Arrows Electro Wizard
Electro Wizard Minions
Bomber Arrows
Arrows Electro Wizard
Giant Skeleton
Arrows
Electro Wizard Archers Minions
Archers Arrows Electro Wizard
Arrows
Valkyrie Electro Wizard
Arrows Bomber
Arrows Giant Skeleton
Minions Giant Skeleton Electro Wizard
Electro Wizard
Giant Skeleton Electro Wizard

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