My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
Bad

4 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard Baby Dragon Electro Wizard Inferno Dragon

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 Wizard Baby Dragon Electro Wizard Inferno Dragon

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 Rage

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 Baby Dragon

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 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 Inferno Dragon
Giant Snowball
Hog Rider Baby Dragon Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Valkyrie Wizard Electro Wizard
The Log
Hog Rider
Earthquake
Hog Rider
Arrows
Royal Delivery
Valkyrie Hog Rider Wizard Baby Dragon Electro Wizard Inferno Dragon
Fireball
Hog Rider Wizard Baby Dragon Electro Wizard Inferno Dragon
Poison
Wizard Electro Wizard
Lightning
Valkyrie Wizard Baby Dragon Electro Wizard Inferno Dragon
Rocket
Valkyrie Hog Rider Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Baby Dragon

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 Rage Baby Dragon Inferno Dragon

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Valkyrie Hog Rider Baby Dragon Electro Wizard Inferno Dragon Wizard

Shortest cycle

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

13 Rage Arrows Valkyrie Hog Rider

Attack Synergies 3 10

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.

Arrows
Hog Rider
Valkyrie
Hog Rider Wizard Baby Dragon Electro Wizard
Hog Rider
Arrows Valkyrie Rage Wizard Baby Dragon Electro Wizard
Wizard
Valkyrie Hog Rider Rage
Rage
Hog Rider Wizard Electro Wizard
Baby Dragon
Valkyrie Hog Rider Electro Wizard Inferno Dragon
Electro Wizard
Valkyrie Hog Rider Rage Baby Dragon
Inferno Dragon
Baby Dragon

Defense Synergies 0 7

Arrows
Valkyrie
Valkyrie
Arrows Wizard Baby Dragon Electro Wizard
Hog Rider
Wizard
Valkyrie Electro Wizard
Rage
Baby Dragon
Valkyrie Inferno Dragon
Electro Wizard
Valkyrie Wizard Inferno Dragon
Inferno Dragon
Baby Dragon Electro Wizard

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.

Valkyrie Wizard Baby Dragon Electro Wizard
Inferno Dragon Valkyrie Electro Wizard
Valkyrie Electro Wizard Inferno Dragon
Inferno Dragon Valkyrie Electro Wizard
Arrows Valkyrie
Arrows Valkyrie Baby Dragon Electro Wizard
Electro Wizard Inferno Dragon Arrows Wizard Baby Dragon
Arrows Valkyrie Baby Dragon Electro Wizard
Inferno Dragon
Valkyrie Electro Wizard
Valkyrie Electro Wizard Arrows Wizard Baby Dragon
Arrows Inferno Dragon Wizard Baby Dragon Electro Wizard
Valkyrie Wizard Electro Wizard
Valkyrie Wizard Arrows Baby Dragon Electro Wizard
Inferno Dragon Electro Wizard
Electro Wizard Inferno Dragon
Wizard Arrows Valkyrie Electro Wizard
Arrows Valkyrie Wizard Baby Dragon Electro Wizard
Arrows Valkyrie Wizard Baby Dragon Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Valkyrie Wizard Arrows Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Valkyrie Electro Wizard
Electro Wizard Arrows Valkyrie Wizard Baby Dragon Inferno Dragon
Valkyrie Electro Wizard
Valkyrie Electro Wizard
Valkyrie Inferno Dragon
Arrows Wizard Baby Dragon Electro Wizard
Valkyrie Electro Wizard
Valkyrie Inferno Dragon
Electro Wizard Valkyrie Baby Dragon Inferno Dragon
Inferno Dragon
Inferno Dragon Valkyrie
Arrows Valkyrie Electro Wizard
Valkyrie Wizard
Wizard Valkyrie Baby Dragon
Electro Wizard Valkyrie Baby Dragon Inferno Dragon
Arrows Valkyrie Wizard Baby Dragon Electro Wizard Inferno Dragon

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 Baby Dragon
Arrows Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows Valkyrie
Wizard Arrows Valkyrie Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard
Electro Wizard
Arrows Valkyrie Wizard Electro Wizard
Arrows Wizard Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
Arrows Wizard Baby Dragon Electro Wizard
Arrows Valkyrie Wizard Baby Dragon
Baby Dragon
Arrows Wizard
Arrows Baby Dragon
Arrows Valkyrie Wizard Baby Dragon
Inferno Dragon
Arrows Wizard Baby Dragon Electro Wizard
Arrows Wizard Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon Electro Wizard
Electro Wizard Wizard
Arrows Wizard
Arrows Electro Wizard
Arrows Wizard
Electro Wizard
Arrows Wizard Baby Dragon Electro Wizard
Arrows
Valkyrie Wizard Baby Dragon Electro Wizard
Arrows Wizard Baby Dragon
Arrows
Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Electro Wizard

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