My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 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.

Baby Dragon 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 Battle Ram Baby Dragon Balloon Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Balloon

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.

Elite Barbarians Battle Ram Balloon

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.

Elite Barbarians Valkyrie Battle Ram Baby Dragon Balloon 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.

Elite Barbarians Valkyrie Balloon 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
Elite Barbarians Battle Ram Balloon Giant Skeleton
Giant Snowball
Battle Ram Baby Dragon Balloon
Zap
Battle Ram Balloon
Barbarian Barrel
Elite Barbarians Valkyrie Battle Ram Giant Skeleton Electro Wizard
The Log
Elite Barbarians Battle Ram Giant Skeleton
Earthquake
Arrows
Royal Delivery
Elite Barbarians Valkyrie Battle Ram Baby Dragon Balloon Giant Skeleton Electro Wizard
Fireball
Elite Barbarians Battle Ram Baby Dragon Balloon Electro Wizard
Poison
Balloon Electro Wizard
Lightning
Elite Barbarians Valkyrie Battle Ram Baby Dragon Balloon Electro Wizard
Rocket
Elite Barbarians Valkyrie Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie 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 Battle Ram Baby Dragon Giant Skeleton

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.

Elite Barbarians

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.

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.

Arrows Valkyrie Battle Ram Baby Dragon Electro Wizard Balloon Elite Barbarians Giant Skeleton

Shortest cycle

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

15 Arrows Valkyrie Battle Ram Baby Dragon

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.

Arrows
Elite Barbarians Balloon Battle Ram Giant Skeleton
Elite Barbarians
Arrows Valkyrie Battle Ram
Valkyrie
Elite Barbarians Balloon Battle Ram Baby Dragon Giant Skeleton Electro Wizard
Battle Ram
Arrows Elite Barbarians Valkyrie Baby Dragon Electro Wizard
Baby Dragon
Valkyrie Battle Ram Balloon Giant Skeleton Electro Wizard
Balloon
Arrows Valkyrie Baby Dragon Giant Skeleton Electro Wizard
Giant Skeleton
Arrows Valkyrie Baby Dragon Balloon Electro Wizard
Electro Wizard
Valkyrie Battle Ram Baby Dragon Balloon Giant Skeleton

Defense Synergies 1 6

Arrows
Valkyrie Giant Skeleton
Elite Barbarians
Valkyrie
Valkyrie
Elite Barbarians Arrows Baby Dragon Electro Wizard
Battle Ram
Baby Dragon
Valkyrie Giant Skeleton
Balloon
Giant Skeleton
Arrows Baby Dragon Electro Wizard
Electro Wizard
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.

Valkyrie Baby Dragon Electro Wizard
Elite Barbarians Valkyrie Electro Wizard
Elite Barbarians Valkyrie Giant Skeleton Electro Wizard
Elite Barbarians Valkyrie Electro Wizard
Arrows Elite Barbarians Valkyrie Giant Skeleton
Arrows Valkyrie Baby Dragon Electro Wizard
Electro Wizard Arrows Baby Dragon
Arrows Valkyrie Baby Dragon Giant Skeleton Electro Wizard
Elite Barbarians
Elite Barbarians Valkyrie Giant Skeleton Electro Wizard
Valkyrie Electro Wizard Arrows Baby Dragon Giant Skeleton
Arrows Baby Dragon Electro Wizard
Elite Barbarians Valkyrie Giant Skeleton Electro Wizard
Valkyrie Arrows Baby Dragon Electro Wizard
Elite Barbarians Electro Wizard
Elite Barbarians Electro Wizard
Arrows Elite Barbarians Valkyrie Electro Wizard
Arrows Elite Barbarians Valkyrie Baby Dragon Electro Wizard
Arrows Valkyrie Baby Dragon Giant Skeleton Electro Wizard
Elite Barbarians Electro Wizard
Valkyrie Arrows Elite Barbarians Baby Dragon Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Valkyrie Elite Barbarians Giant Skeleton Electro Wizard
Electro Wizard Arrows Elite Barbarians Valkyrie Baby Dragon
Giant Skeleton Elite Barbarians Valkyrie Electro Wizard
Valkyrie Giant Skeleton Elite Barbarians Electro Wizard
Giant Skeleton Elite Barbarians Valkyrie
Arrows Baby Dragon Electro Wizard
Elite Barbarians Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Elite Barbarians Valkyrie
Giant Skeleton Electro Wizard Elite Barbarians Valkyrie Baby Dragon
Elite Barbarians Valkyrie Giant Skeleton
Arrows Elite Barbarians Valkyrie Giant Skeleton Electro Wizard
Elite Barbarians Giant Skeleton Valkyrie
Valkyrie Baby Dragon
Elite Barbarians Electro Wizard Valkyrie Baby Dragon Giant Skeleton
Arrows Valkyrie Elite Barbarians Baby Dragon 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 Baby Dragon Giant Skeleton
Arrows Baby Dragon Electro Wizard
Arrows Baby Dragon Giant Skeleton
Arrows Valkyrie Giant Skeleton
Arrows Valkyrie Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Elite Barbarians Electro Wizard
Arrows Valkyrie Electro Wizard
Arrows Baby Dragon
Elite Barbarians Baby Dragon
Arrows Baby Dragon
Arrows Elite Barbarians Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Arrows Baby Dragon Electro Wizard
Arrows Valkyrie Baby Dragon
Baby Dragon Giant Skeleton
Arrows
Arrows Baby Dragon
Arrows Valkyrie Baby Dragon
Arrows Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows Baby Dragon
Elite Barbarians Arrows Baby Dragon Electro Wizard
Electro Wizard
Elite Barbarians
Arrows
Arrows Electro Wizard
Giant Skeleton
Arrows
Electro Wizard
Arrows Baby Dragon Electro Wizard
Arrows
Valkyrie Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows Giant Skeleton
Elite Barbarians
Elite Barbarians Baby Dragon Giant Skeleton Electro Wizard
Electro Wizard
Baby Dragon Giant Skeleton Electro Wizard

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