My Best Clash Royale Deck

Deck Check Rating

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

2 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Goblin Gang Wizard Baby Dragon Magic Archer

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 Valkyrie Wizard Baby Dragon Giant Skeleton Magic Archer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

Punishments

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

Goblin Gang

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.

Goblin Gang Valkyrie Baby Dragon Giant Skeleton Magic Archer

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 Giant Skeleton Magic Archer

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 Goblin Gang Skeleton Army Giant Skeleton
Giant Snowball
Bomber Goblin Gang Skeleton Army Baby Dragon
Zap
Bomber Goblin Gang Skeleton Army
Barbarian Barrel
Bomber Goblin Gang Valkyrie Wizard Skeleton Army Giant Skeleton Magic Archer
The Log
Bomber Goblin Gang Skeleton Army Giant Skeleton
Earthquake
Bomber Goblin Gang Skeleton Army
Arrows
Bomber Goblin Gang Skeleton Army
Royal Delivery
Bomber Goblin Gang Valkyrie Wizard Skeleton Army Baby Dragon Giant Skeleton Magic Archer
Fireball
Bomber Goblin Gang Wizard Skeleton Army Baby Dragon Magic Archer
Poison
Bomber Goblin Gang Wizard Skeleton Army Magic Archer
Lightning
Valkyrie Wizard Baby Dragon Magic Archer
Rocket
Valkyrie Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Valkyrie Wizard Baby Dragon Magic Archer

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.

Valkyrie Skeleton Army 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.

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.

Goblin Gang 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.

Bomber Goblin Gang Skeleton Army Valkyrie Baby Dragon Magic Archer Wizard Giant Skeleton

Shortest cycle

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

12 Bomber Goblin Gang Skeleton Army Valkyrie

Attack Synergies 0 13

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
Valkyrie Baby Dragon Giant Skeleton
Goblin Gang
Valkyrie Baby Dragon Giant Skeleton
Valkyrie
Bomber Goblin Gang Wizard Baby Dragon Giant Skeleton Magic Archer
Wizard
Valkyrie Giant Skeleton
Skeleton Army
Baby Dragon
Bomber Goblin Gang Valkyrie Giant Skeleton
Giant Skeleton
Bomber Goblin Gang Valkyrie Wizard Baby Dragon Magic Archer
Magic Archer
Valkyrie Giant Skeleton

Defense Synergies 0 14

Bomber
Valkyrie
Goblin Gang
Valkyrie Skeleton Army Giant Skeleton Magic Archer
Valkyrie
Bomber Goblin Gang Wizard Baby Dragon Magic Archer
Wizard
Valkyrie Skeleton Army Giant Skeleton
Skeleton Army
Goblin Gang Wizard Giant Skeleton Magic Archer
Baby Dragon
Valkyrie Giant Skeleton
Giant Skeleton
Goblin Gang Wizard Skeleton Army Baby Dragon Magic Archer
Magic Archer
Goblin Gang Valkyrie Skeleton Army 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 Valkyrie Wizard Baby Dragon Magic Archer
Skeleton Army Bomber Goblin Gang Valkyrie
Goblin Gang Skeleton Army Bomber Valkyrie Giant Skeleton
Skeleton Army Bomber Goblin Gang Valkyrie
Bomber Valkyrie Skeleton Army Giant Skeleton
Goblin Gang Skeleton Army Bomber Valkyrie Baby Dragon Magic Archer
Goblin Gang Wizard Baby Dragon Magic Archer
Valkyrie Baby Dragon Giant Skeleton Magic Archer
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Bomber Valkyrie Giant Skeleton
Goblin Gang Valkyrie Skeleton Army Bomber Wizard Baby Dragon Giant Skeleton Magic Archer
Goblin Gang Wizard Baby Dragon Magic Archer
Skeleton Army Bomber Goblin Gang Valkyrie Wizard Giant Skeleton
Bomber Valkyrie Wizard Skeleton Army Goblin Gang Baby Dragon Magic Archer
Skeleton Army Goblin Gang
Skeleton Army Goblin Gang
Wizard Bomber Goblin Gang Valkyrie Skeleton Army
Bomber Goblin Gang Valkyrie Wizard Skeleton Army Baby Dragon Magic Archer
Valkyrie Wizard Baby Dragon Bomber Giant Skeleton Magic Archer
Bomber Goblin Gang Valkyrie Wizard Skeleton Army Baby Dragon Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Valkyrie Skeleton Army Giant Skeleton
Bomber Goblin Gang Valkyrie Wizard Baby Dragon Magic Archer
Goblin Gang Skeleton Army Giant Skeleton Valkyrie
Goblin Gang Valkyrie Skeleton Army Giant Skeleton
Giant Skeleton Goblin Gang Valkyrie Skeleton Army
Wizard Goblin Gang Baby Dragon Magic Archer
Goblin Gang Skeleton Army Valkyrie Giant Skeleton
Giant Skeleton Valkyrie Skeleton Army
Giant Skeleton Valkyrie Skeleton Army Baby Dragon Magic Archer
Goblin Gang Skeleton Army
Valkyrie Giant Skeleton
Skeleton Army Valkyrie Giant Skeleton
Skeleton Army Giant Skeleton Goblin Gang Valkyrie Wizard
Wizard Bomber Valkyrie Skeleton Army Baby Dragon Magic Archer
Goblin Gang Skeleton Army Bomber Valkyrie Baby Dragon Giant Skeleton Magic Archer
Valkyrie Bomber Wizard Baby Dragon Giant Skeleton Magic Archer

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.)

Magic Archer Valkyrie Baby Dragon Giant Skeleton
Baby Dragon Magic Archer
Baby Dragon Giant Skeleton Magic Archer
Valkyrie Giant Skeleton
Bomber Wizard Valkyrie Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Bomber Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Wizard
Goblin Gang
Valkyrie Wizard Magic Archer
Wizard Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Bomber Wizard Baby Dragon Magic Archer
Magic Archer Wizard Baby Dragon
Bomber
Bomber Wizard Baby Dragon Magic Archer
Bomber Valkyrie Wizard Baby Dragon Magic Archer
Baby Dragon Giant Skeleton Magic Archer
Wizard
Baby Dragon
Bomber Valkyrie Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Wizard
Bomber Wizard Magic Archer
Magic Archer
Giant Skeleton
Wizard Magic Archer
Goblin Gang Skeleton Army Magic Archer
Wizard Baby Dragon Magic Archer
Goblin Gang Valkyrie Wizard Baby Dragon Magic Archer
Bomber Wizard Baby Dragon Magic Archer
Giant Skeleton
Goblin Gang Baby Dragon Giant Skeleton Magic Archer
Magic Archer
Baby Dragon Giant Skeleton Magic Archer

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