My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Valkyrie Giant Wizard Balloon

Offensive cards

Win conditions

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

Giant Balloon

Damage spells

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

Arrows Rocket Rage

Punishments

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

Giant Balloon

Pump responses

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

Rocket

Dropped at the bridge

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

Barbarians Valkyrie Giant 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

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
Giant Balloon
Giant Snowball
Barbarians Balloon
Zap
Balloon
Barbarian Barrel
Barbarians Valkyrie Wizard
The Log
Barbarians
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Valkyrie Wizard Balloon
Fireball
Barbarians Wizard Balloon
Poison
Barbarians Wizard Balloon
Lightning
Valkyrie Wizard Balloon
Rocket
Barbarians Valkyrie Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Rocket

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 Valkyrie Rocket Rage

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.

Barbarians 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.

Rage Arrows Valkyrie Barbarians Giant Wizard Balloon Rocket

Shortest cycle

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

14 Rage Arrows Valkyrie Barbarians

Attack Synergies 5 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
Giant Balloon
Barbarians
Balloon
Valkyrie
Balloon Giant Wizard
Giant
Arrows Rage Valkyrie Wizard Rocket Balloon
Wizard
Valkyrie Giant Rage Balloon
Rocket
Giant
Rage
Giant Balloon Wizard
Balloon
Arrows Valkyrie Rage Barbarians Giant Wizard

Defense Synergies 0 3

Arrows
Barbarians Valkyrie
Barbarians
Arrows
Valkyrie
Arrows Wizard
Giant
Wizard
Valkyrie
Rocket
Rage
Balloon

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.

Rocket Valkyrie Wizard
Barbarians Valkyrie
Barbarians Rocket Valkyrie
Barbarians Valkyrie
Arrows Barbarians Valkyrie Rocket
Arrows Valkyrie
Rocket Arrows Wizard
Rocket Arrows Barbarians Valkyrie
Barbarians
Barbarians Valkyrie
Barbarians Valkyrie Arrows Wizard
Arrows Wizard
Barbarians Valkyrie Wizard Rocket
Valkyrie Wizard Rocket Arrows Barbarians
Barbarians
Barbarians Rocket
Barbarians Wizard Arrows Valkyrie
Arrows Barbarians Valkyrie Wizard
Arrows Valkyrie Wizard Barbarians
Barbarians
Valkyrie Wizard Arrows Barbarians

Counters to secondary win conditions

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

Barbarians Valkyrie
Arrows Valkyrie Wizard Rocket
Barbarians Valkyrie Rocket
Valkyrie Rocket Barbarians
Barbarians Valkyrie
Arrows Wizard Rocket
Rocket Barbarians Valkyrie
Barbarians Valkyrie
Rocket Barbarians Valkyrie
Barbarians
Barbarians Valkyrie
Rocket Arrows Barbarians Valkyrie
Barbarians Rocket Valkyrie Wizard
Wizard Barbarians Valkyrie
Barbarians Valkyrie Rocket
Arrows Valkyrie Barbarians 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 Valkyrie Rocket
Arrows
Rocket Arrows
Arrows Barbarians Valkyrie Rocket
Wizard Rocket Arrows Valkyrie
Arrows Wizard Rocket
Arrows Wizard
Arrows Wizard
Arrows Wizard
Rocket
Rocket Arrows Valkyrie Wizard
Arrows Wizard Rocket
Rocket
Arrows Rocket
Arrows
Rocket Arrows Wizard
Arrows Wizard Rocket
Arrows Rocket
Rocket
Rocket Arrows Wizard
Rocket Arrows Valkyrie Wizard
Rocket
Rocket Arrows Wizard
Rocket
Rocket Arrows Barbarians
Arrows Valkyrie Wizard
Arrows Wizard
Arrows Wizard
Rocket Arrows
Arrows Wizard
Rocket Wizard
Arrows Wizard Rocket
Rocket Arrows
Rocket Arrows Wizard
Barbarians Rocket
Rocket Arrows Wizard
Arrows
Valkyrie Wizard Rocket
Arrows Wizard
Rocket Arrows
Rocket
Rocket
Rocket

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