My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Gang Baby Dragon Electro Wizard

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Valkyrie Baby Dragon Balloon Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Freeze The Log

Punishments

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

Goblin Gang 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.

Goblin Gang Valkyrie Baby Dragon Balloon

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 Balloon 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
Goblin Gang Balloon
Giant Snowball
Cannon Goblin Gang Baby Dragon Balloon
Zap
Cannon Goblin Gang Balloon
Barbarian Barrel
Cannon Goblin Gang Valkyrie Electro Wizard
The Log
Cannon Goblin Gang
Earthquake
Cannon Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Valkyrie Baby Dragon Balloon Electro Wizard
Fireball
Cannon Goblin Gang Baby Dragon Balloon Electro Wizard
Poison
Cannon Goblin Gang Balloon Electro Wizard
Lightning
Cannon Valkyrie Baby Dragon Balloon Electro Wizard
Rocket
Valkyrie Balloon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Baby Dragon Freeze The Log

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.

Valkyrie Baby Dragon Freeze

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Cannon Goblin Gang Valkyrie Baby Dragon Freeze Electro Wizard Balloon

Shortest cycle

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

12 The Log Cannon Goblin Gang Valkyrie

Attack Synergies 2 9

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.

Cannon
Goblin Gang
Valkyrie Baby Dragon Balloon
Valkyrie
Balloon Goblin Gang Baby Dragon Electro Wizard
Baby Dragon
Goblin Gang Valkyrie Balloon Electro Wizard
Freeze
Balloon
Balloon
Valkyrie Freeze Goblin Gang Baby Dragon The Log Electro Wizard
The Log
Balloon
Electro Wizard
Valkyrie Baby Dragon Balloon

Defense Synergies 1 14

Cannon
The Log Goblin Gang Valkyrie Baby Dragon Electro Wizard
Goblin Gang
Cannon Valkyrie The Log Electro Wizard
Valkyrie
Cannon Goblin Gang Baby Dragon Freeze The Log Electro Wizard
Baby Dragon
Cannon Valkyrie The Log
Freeze
Valkyrie Electro Wizard
Balloon
The Log
Cannon Goblin Gang Valkyrie Baby Dragon Electro Wizard
Electro Wizard
Cannon Goblin Gang Valkyrie Freeze The Log

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.

Cannon Valkyrie Baby Dragon The Log Electro Wizard
Cannon Goblin Gang Valkyrie The Log Electro Wizard
Cannon Goblin Gang Valkyrie Freeze Electro Wizard
Cannon Goblin Gang Valkyrie Electro Wizard
Valkyrie The Log
Goblin Gang Freeze The Log Cannon Valkyrie Baby Dragon Electro Wizard
Electro Wizard Cannon Goblin Gang Baby Dragon Freeze
Cannon Valkyrie Baby Dragon The Log Electro Wizard
Cannon Goblin Gang
Goblin Gang Cannon Valkyrie Electro Wizard
Goblin Gang Valkyrie Electro Wizard Cannon Baby Dragon Freeze The Log
Goblin Gang Baby Dragon Electro Wizard
Cannon Goblin Gang Valkyrie Freeze The Log Electro Wizard
Valkyrie Cannon Goblin Gang Baby Dragon Freeze The Log Electro Wizard
Cannon Goblin Gang Electro Wizard
Cannon Goblin Gang Freeze The Log Electro Wizard
Cannon Goblin Gang Valkyrie Electro Wizard
Cannon Goblin Gang Valkyrie Baby Dragon The Log Electro Wizard
Valkyrie Baby Dragon Freeze The Log Cannon Electro Wizard
Cannon Electro Wizard
Goblin Gang Valkyrie Cannon Baby Dragon The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Valkyrie Electro Wizard
Electro Wizard Goblin Gang Valkyrie Baby Dragon The Log
Goblin Gang Valkyrie The Log Electro Wizard
Goblin Gang Valkyrie The Log Electro Wizard
Cannon Goblin Gang Valkyrie
Goblin Gang Baby Dragon Freeze Electro Wizard
Goblin Gang Valkyrie Electro Wizard
Valkyrie
Freeze Electro Wizard Valkyrie Baby Dragon The Log
Cannon Goblin Gang
Valkyrie
Valkyrie The Log Electro Wizard
Cannon Goblin Gang Valkyrie
Cannon Valkyrie Baby Dragon
Goblin Gang Electro Wizard Valkyrie Baby Dragon Freeze The Log
Valkyrie Cannon Baby Dragon Freeze The Log 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 Baby Dragon Freeze The Log
Baby Dragon The Log Electro Wizard
Baby Dragon The Log
Valkyrie Freeze The Log
Valkyrie Baby Dragon The Log
Baby Dragon Freeze
Baby Dragon The Log
The Log Baby Dragon Freeze
The Log
Goblin Gang Electro Wizard
Valkyrie The Log Electro Wizard
Baby Dragon
Baby Dragon The Log
Baby Dragon Freeze
Baby Dragon The Log
Baby Dragon The Log
Baby Dragon The Log
Freeze
Baby Dragon The Log Electro Wizard
Valkyrie Baby Dragon The Log
Baby Dragon The Log
The Log
Baby Dragon The Log
Freeze The Log Valkyrie Baby Dragon
The Log Baby Dragon Electro Wizard
Baby Dragon The Log
Baby Dragon The Log
Baby Dragon Electro Wizard
Electro Wizard Freeze
The Log
Freeze Electro Wizard
The Log
Electro Wizard Goblin Gang Freeze
Baby Dragon Electro Wizard
Freeze
The Log
Goblin Gang Valkyrie Baby Dragon Electro Wizard
The Log Baby Dragon
Goblin Gang Baby Dragon Freeze The Log Electro Wizard
Electro Wizard
Baby Dragon Freeze The Log Electro Wizard

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