My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Firecracker Valkyrie Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

Damage spells

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

Rage

Punishments

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

Hog Rider Wall Breakers

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.

Goblins Valkyrie Hog Rider Wall Breakers

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.

Firecracker 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 Wall Breakers Skeleton Army
Giant Snowball
Goblins Hog Rider Wall Breakers Skeleton Army
Zap
Goblins Firecracker Wall Breakers Skeleton Army
Barbarian Barrel
Goblins Firecracker Valkyrie Wall Breakers Skeleton Army Electro Wizard
The Log
Goblins Firecracker Hog Rider Wall Breakers Skeleton Army
Earthquake
Firecracker Hog Rider Skeleton Army
Arrows
Goblins Firecracker Wall Breakers Skeleton Army
Royal Delivery
Goblins Firecracker Valkyrie Hog Rider Wall Breakers Skeleton Army Electro Wizard
Fireball
Firecracker Hog Rider Wall Breakers Skeleton Army Electro Wizard
Poison
Firecracker Skeleton Army Electro Wizard
Lightning
Valkyrie Electro Wizard
Rocket
Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Valkyrie

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 Rage Skeleton Army

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.

Goblins 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.

Goblins Wall Breakers Rage Firecracker Skeleton Army Valkyrie Hog Rider Electro Wizard

Shortest cycle

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

9 Goblins Wall Breakers Rage Firecracker

Attack Synergies 4 8

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.

Goblins
Hog Rider Valkyrie
Firecracker
Hog Rider Valkyrie Wall Breakers
Valkyrie
Hog Rider Goblins Firecracker Wall Breakers Electro Wizard
Hog Rider
Goblins Firecracker Valkyrie Rage Electro Wizard
Wall Breakers
Firecracker Valkyrie Electro Wizard
Rage
Hog Rider Electro Wizard
Skeleton Army
Electro Wizard
Valkyrie Hog Rider Wall Breakers Rage

Defense Synergies 1 6

Goblins
Firecracker Electro Wizard
Firecracker
Valkyrie Goblins Skeleton Army Electro Wizard
Valkyrie
Firecracker Electro Wizard
Hog Rider
Wall Breakers
Rage
Skeleton Army
Firecracker Electro Wizard
Electro Wizard
Goblins Firecracker 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.

Firecracker Valkyrie Electro Wizard
Skeleton Army Goblins Firecracker Valkyrie Electro Wizard
Skeleton Army Goblins Valkyrie Electro Wizard
Skeleton Army Goblins Firecracker Valkyrie Electro Wizard
Firecracker Valkyrie Skeleton Army
Skeleton Army Goblins Firecracker Valkyrie Electro Wizard
Electro Wizard Firecracker
Valkyrie Electro Wizard
Goblins Skeleton Army
Skeleton Army Goblins Firecracker Valkyrie Electro Wizard
Goblins Valkyrie Skeleton Army Electro Wizard Firecracker
Firecracker Electro Wizard
Skeleton Army Valkyrie Electro Wizard
Valkyrie Skeleton Army Goblins Firecracker Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Electro Wizard
Goblins Firecracker Valkyrie Skeleton Army Electro Wizard
Goblins Firecracker Valkyrie Skeleton Army Electro Wizard
Valkyrie Firecracker Electro Wizard
Electro Wizard
Valkyrie Skeleton Army Goblins Firecracker Electro Wizard

Counters to secondary win conditions

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

Valkyrie Skeleton Army Goblins Electro Wizard
Electro Wizard Firecracker Valkyrie
Skeleton Army Goblins Valkyrie Electro Wizard
Valkyrie Skeleton Army Electro Wizard
Valkyrie Skeleton Army
Firecracker Electro Wizard
Skeleton Army Goblins Valkyrie Electro Wizard
Valkyrie Skeleton Army
Electro Wizard Goblins Firecracker Valkyrie Skeleton Army
Skeleton Army
Valkyrie
Skeleton Army Valkyrie Electro Wizard
Skeleton Army Valkyrie
Firecracker Valkyrie Skeleton Army
Skeleton Army Electro Wizard Goblins Firecracker Valkyrie
Valkyrie Firecracker 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.)

Firecracker Valkyrie
Firecracker Electro Wizard
Firecracker Valkyrie
Firecracker Valkyrie
Firecracker
Firecracker
Firecracker
Firecracker
Goblins Electro Wizard
Firecracker Valkyrie Electro Wizard
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Electro Wizard
Firecracker Valkyrie
Firecracker Valkyrie
Firecracker Electro Wizard
Firecracker
Firecracker Electro Wizard
Electro Wizard Firecracker
Firecracker Electro Wizard
Firecracker
Electro Wizard Skeleton Army
Firecracker Electro Wizard
Firecracker Valkyrie Electro Wizard
Firecracker
Firecracker
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard

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