My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Bad
Versatility
Mediocre
F2P score
Mediocre

1 problems 5 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 splash!

You don't have a card, that attacks air and has splash 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!
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.

Archers Minions

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.

Archers Valkyrie Golem Bandit

Offensive cards

Win conditions

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

Golem

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.

Elite Barbarians Bandit

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.

Elite Barbarians Valkyrie Golem Bandit

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.

Elite Barbarians Valkyrie Golem Bandit

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
Archers Minions Elite Barbarians Bandit
Giant Snowball
Archers Minions
Zap
Archers Minions Bandit
Barbarian Barrel
Archers Elite Barbarians Valkyrie Bandit
The Log
Archers Elite Barbarians Bandit
Earthquake
Archers
Arrows
Archers Minions
Royal Delivery
Archers Minions Elite Barbarians Valkyrie Bandit
Fireball
Archers Minions Elite Barbarians Bandit
Poison
Archers Minions
Lightning
Elite Barbarians Valkyrie Bandit
Rocket
Elite Barbarians Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Valkyrie Rage Golem

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.

Elite Barbarians

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

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.

Mirror Rage Archers Minions Bandit Valkyrie Elite Barbarians Golem

Shortest cycle

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

8 Mirror Rage Archers Minions

Attack Synergies 4 10

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.

Archers
Valkyrie Elite Barbarians Golem Bandit
Minions
Rage Elite Barbarians Valkyrie Golem Bandit
Elite Barbarians
Valkyrie Rage Archers Minions Bandit
Valkyrie
Archers Elite Barbarians Minions Bandit
Mirror
Rage
Minions Elite Barbarians
Golem
Archers Minions Bandit
Bandit
Archers Minions Elite Barbarians Valkyrie Golem

Defense Synergies 3 5

Archers
Valkyrie Minions Bandit
Minions
Valkyrie Archers Bandit
Elite Barbarians
Valkyrie
Valkyrie
Archers Minions Elite Barbarians Mirror Bandit
Mirror
Valkyrie
Rage
Golem
Bandit
Archers Minions 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.

Minions Valkyrie
Elite Barbarians Minions Valkyrie Bandit
Archers Minions Elite Barbarians Valkyrie Bandit
Elite Barbarians Minions Valkyrie Bandit
Elite Barbarians Valkyrie
Archers Minions Valkyrie Bandit
Minions Archers
Valkyrie Bandit
Minions Elite Barbarians
Elite Barbarians Archers Valkyrie Bandit
Archers Minions Valkyrie Bandit
Minions Archers
Minions Elite Barbarians Valkyrie Bandit
Valkyrie Minions
Elite Barbarians Bandit
Elite Barbarians Bandit
Minions Elite Barbarians Valkyrie
Archers Minions Elite Barbarians Valkyrie Bandit
Valkyrie Archers Minions Bandit
Elite Barbarians
Valkyrie Archers Minions Elite Barbarians Bandit

Counters to secondary win conditions

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

Valkyrie Archers Elite Barbarians Bandit
Bandit Archers Elite Barbarians Valkyrie
Bandit Minions Elite Barbarians Valkyrie
Valkyrie Elite Barbarians Bandit
Elite Barbarians Valkyrie Bandit
Archers Minions
Archers Minions Elite Barbarians Valkyrie Bandit
Elite Barbarians Valkyrie
Minions Elite Barbarians Valkyrie Bandit
Minions Elite Barbarians Valkyrie
Elite Barbarians Valkyrie
Elite Barbarians Valkyrie Bandit
Archers Valkyrie
Elite Barbarians Archers Minions Valkyrie
Minions Valkyrie Archers Elite Barbarians

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 Bandit
Bandit
Bandit
Valkyrie
Valkyrie
Minions
Archers
Bandit
Minions Elite Barbarians
Valkyrie Bandit
Archers
Elite Barbarians Bandit
Minions Bandit
Elite Barbarians
Bandit
Bandit
Minions
Archers Bandit
Valkyrie
Minions
Valkyrie
Bandit
Bandit
Bandit
Elite Barbarians Archers
Minions
Elite Barbarians
Bandit
Archers Minions Bandit
Archers
Valkyrie
Elite Barbarians
Minions Elite Barbarians
Bandit

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