My Best Clash Royale Deck

Deck Check Rating

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

3 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 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.

Minions Mega Minion 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.

Knight Mega Minion Valkyrie Electro Wizard

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

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.

Knight Barbarians Valkyrie Hog Rider

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
Minions Hog Rider
Giant Snowball
Minions Barbarians Mega Minion Hog Rider
Zap
Minions
Barbarian Barrel
Knight Barbarians Valkyrie Electro Wizard
The Log
Barbarians Hog Rider
Earthquake
Barbarians Hog Rider
Arrows
Minions
Royal Delivery
Knight Minions Barbarians Mega Minion Valkyrie Hog Rider Electro Wizard
Fireball
Minions Barbarians Mega Minion Hog Rider Electro Wizard
Poison
Minions Barbarians Mega Minion Electro Wizard
Lightning
Knight Mega Minion Valkyrie Electro Wizard
Rocket
Barbarians Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie

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 Knight Mega Minion Valkyrie

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.

Minions Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Minions Mega Minion Valkyrie Hog Rider Electro Wizard Barbarians

Shortest cycle

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

12 Arrows Knight Minions Mega Minion

Attack Synergies 6 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.

Arrows
Hog Rider Knight Mega Minion
Knight
Minions Mega Minion Hog Rider Arrows Electro Wizard
Minions
Knight Hog Rider Valkyrie
Barbarians
Hog Rider
Mega Minion
Knight Arrows Valkyrie
Valkyrie
Hog Rider Minions Mega Minion Electro Wizard
Hog Rider
Arrows Knight Minions Valkyrie Barbarians Electro Wizard
Electro Wizard
Knight Valkyrie Hog Rider

Defense Synergies 4 8

Arrows
Knight Barbarians Mega Minion Valkyrie
Knight
Minions Mega Minion Electro Wizard Arrows
Minions
Knight Valkyrie Electro Wizard
Barbarians
Arrows
Mega Minion
Knight Arrows Valkyrie Electro Wizard
Valkyrie
Minions Arrows Mega Minion Electro Wizard
Hog Rider
Electro Wizard
Knight Minions Mega Minion Valkyrie

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.

Knight Minions Mega Minion Valkyrie Electro Wizard
Barbarians Knight Minions Mega Minion Valkyrie Electro Wizard
Barbarians Knight Minions Mega Minion Valkyrie Electro Wizard
Barbarians Knight Minions Mega Minion Valkyrie Electro Wizard
Arrows Barbarians Valkyrie
Arrows Minions Mega Minion Valkyrie Electro Wizard
Minions Mega Minion Electro Wizard Arrows
Arrows Barbarians Valkyrie Electro Wizard
Barbarians Minions
Knight Barbarians Valkyrie Electro Wizard
Minions Barbarians Valkyrie Electro Wizard Arrows Knight Mega Minion
Arrows Minions Mega Minion Electro Wizard
Barbarians Knight Minions Valkyrie Electro Wizard
Valkyrie Arrows Minions Barbarians Mega Minion Electro Wizard
Barbarians Knight Electro Wizard
Barbarians Electro Wizard
Barbarians Arrows Knight Minions Valkyrie Electro Wizard
Arrows Knight Minions Barbarians Mega Minion Valkyrie Electro Wizard
Arrows Valkyrie Knight Minions Barbarians Mega Minion Electro Wizard
Barbarians Electro Wizard
Valkyrie Arrows Knight Minions Barbarians Electro Wizard

Counters to secondary win conditions

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

Knight Barbarians Valkyrie Electro Wizard
Electro Wizard Arrows Knight Mega Minion Valkyrie
Barbarians Knight Minions Valkyrie Electro Wizard
Valkyrie Knight Barbarians Electro Wizard
Barbarians Knight Valkyrie
Arrows Minions Electro Wizard
Knight Minions Barbarians Mega Minion Valkyrie Electro Wizard
Knight Barbarians Valkyrie
Electro Wizard Knight Minions Barbarians Mega Minion Valkyrie
Barbarians Mega Minion
Knight Minions Barbarians Mega Minion Valkyrie
Arrows Barbarians Valkyrie Electro Wizard
Barbarians Knight Valkyrie
Barbarians Valkyrie
Barbarians Electro Wizard Knight Minions Mega Minion Valkyrie
Arrows Minions Valkyrie Barbarians Mega Minion 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 Knight Valkyrie
Arrows Electro Wizard
Arrows
Arrows Knight Barbarians Valkyrie
Arrows Valkyrie
Arrows Minions Mega Minion
Arrows
Arrows
Arrows
Minions Electro Wizard
Arrows Knight Valkyrie Electro Wizard
Arrows
Knight
Arrows Minions
Arrows
Arrows
Arrows
Arrows
Minions
Arrows Mega Minion Electro Wizard
Arrows Valkyrie
Minions
Arrows
Arrows Barbarians
Arrows Valkyrie
Mega Minion
Arrows Electro Wizard
Arrows
Arrows
Arrows Electro Wizard
Electro Wizard Minions Mega Minion
Mega Minion
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Minions Barbarians
Arrows Mega Minion Electro Wizard
Arrows
Knight Mega Minion Valkyrie Electro Wizard
Arrows
Arrows
Mega Minion
Minions Electro Wizard
Electro Wizard
Electro Wizard

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