My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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.

Inferno Tower Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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 Elixir Collector Prince Electro Wizard

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.

Zap

Punishments

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

Prince

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Valkyrie Prince

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 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
Skeleton Army Prince
Giant Snowball
Skeleton Army
Zap
Inferno Tower Skeleton Army Prince
Barbarian Barrel
Valkyrie Inferno Tower Wizard Skeleton Army Electro Wizard
The Log
Skeleton Army Prince
Earthquake
Inferno Tower Elixir Collector Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Valkyrie Wizard Skeleton Army Prince Electro Wizard
Fireball
Inferno Tower Wizard Elixir Collector Skeleton Army Electro Wizard
Poison
Inferno Tower Wizard Elixir Collector Skeleton Army Electro Wizard
Lightning
Valkyrie Inferno Tower Wizard Elixir Collector Prince Electro Wizard
Rocket
Valkyrie Inferno Tower Wizard Elixir Collector Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Wizard

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 Inferno Tower Elixir Collector Skeleton Army Prince

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Skeleton Army Valkyrie Electro Wizard Inferno Tower Wizard Prince Elixir Collector

Shortest cycle

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

13 Zap Skeleton Army Valkyrie Electro Wizard

Attack Synergies 3 5

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.

Zap
Prince Electro Wizard Valkyrie
Valkyrie
Prince Zap Wizard Electro Wizard
Inferno Tower
Wizard
Valkyrie Prince
Elixir Collector
Skeleton Army
Prince
Zap Valkyrie Wizard Electro Wizard
Electro Wizard
Zap Valkyrie Prince

Defense Synergies 3 15

Zap
Electro Wizard Valkyrie Inferno Tower Skeleton Army Prince
Valkyrie
Zap Inferno Tower Wizard Prince Electro Wizard
Inferno Tower
Skeleton Army Electro Wizard Zap Valkyrie Prince
Wizard
Valkyrie Skeleton Army Prince Electro Wizard
Elixir Collector
Skeleton Army
Inferno Tower Zap Wizard Prince Electro Wizard
Prince
Zap Valkyrie Inferno Tower Wizard Skeleton Army Electro Wizard
Electro Wizard
Zap Inferno Tower Valkyrie Wizard Skeleton Army Prince

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.

Zap Valkyrie Inferno Tower Wizard Electro Wizard
Inferno Tower Skeleton Army Zap Valkyrie Prince Electro Wizard
Inferno Tower Skeleton Army Prince Valkyrie Electro Wizard
Inferno Tower Skeleton Army Prince Valkyrie Electro Wizard
Valkyrie Skeleton Army Prince
Skeleton Army Zap Valkyrie Electro Wizard
Inferno Tower Electro Wizard Zap Wizard
Zap Valkyrie Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Prince
Skeleton Army Valkyrie Inferno Tower Prince Electro Wizard
Valkyrie Skeleton Army Electro Wizard Zap Wizard
Inferno Tower Zap Wizard Electro Wizard
Inferno Tower Skeleton Army Prince Zap Valkyrie Wizard Electro Wizard
Valkyrie Wizard Skeleton Army Zap Prince Electro Wizard
Inferno Tower Skeleton Army Prince Electro Wizard
Inferno Tower Skeleton Army Zap Prince Electro Wizard
Wizard Valkyrie Inferno Tower Skeleton Army Prince Electro Wizard
Zap Valkyrie Wizard Skeleton Army Prince Electro Wizard
Zap Valkyrie Wizard Electro Wizard
Inferno Tower Prince Electro Wizard
Valkyrie Wizard Skeleton Army Prince Electro Wizard

Counters to secondary win conditions

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

Valkyrie Skeleton Army Zap Inferno Tower Prince Electro Wizard
Electro Wizard Zap Valkyrie Wizard Prince
Skeleton Army Zap Valkyrie Inferno Tower Prince Electro Wizard
Valkyrie Skeleton Army Prince Zap Inferno Tower Electro Wizard
Inferno Tower Valkyrie Skeleton Army Prince
Wizard Zap Electro Wizard
Skeleton Army Prince Valkyrie Inferno Tower Electro Wizard
Inferno Tower Valkyrie Skeleton Army Prince
Zap Electro Wizard Valkyrie Inferno Tower Skeleton Army Prince
Inferno Tower Skeleton Army
Valkyrie Inferno Tower Prince
Skeleton Army Zap Valkyrie Prince Electro Wizard
Skeleton Army Prince Valkyrie Inferno Tower Wizard
Wizard Valkyrie Skeleton Army
Inferno Tower Skeleton Army Electro Wizard Zap Valkyrie Prince
Valkyrie Zap Inferno Tower Wizard 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.)

Valkyrie
Zap Electro Wizard
Valkyrie Prince
Wizard Zap Valkyrie
Wizard Zap
Wizard
Zap Wizard
Zap Wizard
Prince Electro Wizard
Zap Valkyrie Wizard Prince Electro Wizard
Zap Wizard
Zap Prince
Zap Wizard
Wizard
Zap Wizard Prince Electro Wizard
Zap Valkyrie Wizard
Prince
Wizard
Prince
Zap
Zap Valkyrie Wizard
Zap Wizard Electro Wizard
Zap Wizard Prince
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard
Zap Electro Wizard
Prince
Wizard
Zap Electro Wizard Skeleton Army Prince
Zap Wizard Electro Wizard
Valkyrie Wizard Prince Electro Wizard
Zap Wizard
Zap
Prince
Zap Electro Wizard
Zap Electro Wizard
Zap Prince Electro Wizard

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