My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
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 Wizard Dark Prince Prince

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 Tornado

Punishments

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

Hog Rider Dark Prince Prince

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.

Valkyrie Hog Rider Dark Prince 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 Hog Rider Dark Prince

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
Hog Rider Dark Prince Prince
Giant Snowball
Hog Rider
Zap
Dark Prince Prince
Barbarian Barrel
Valkyrie Wizard Dark Prince
The Log
Hog Rider Dark Prince Prince
Earthquake
Hog Rider
Arrows
Royal Delivery
Valkyrie Hog Rider Wizard Dark Prince Prince
Fireball
Hog Rider Wizard
Poison
Wizard
Lightning
Valkyrie Wizard Dark Prince Prince
Rocket
Valkyrie Hog Rider Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Tornado Dark Prince

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 Tornado Dark Prince Prince

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

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.

Mirror Arrows Tornado Valkyrie Hog Rider Dark Prince Wizard Prince

Shortest cycle

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

10 Mirror Arrows Tornado Valkyrie

Attack Synergies 6 14

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 Mirror Dark Prince Prince
Valkyrie
Hog Rider Prince Wizard Tornado Dark Prince
Hog Rider
Arrows Valkyrie Wizard Mirror Tornado Dark Prince Prince
Wizard
Tornado Valkyrie Hog Rider Dark Prince Prince
Mirror
Arrows Hog Rider Tornado
Tornado
Wizard Valkyrie Hog Rider Mirror Dark Prince
Dark Prince
Prince Arrows Valkyrie Hog Rider Wizard Tornado
Prince
Valkyrie Dark Prince Arrows Hog Rider Wizard

Defense Synergies 3 13

Arrows
Mirror Valkyrie Tornado Dark Prince Prince
Valkyrie
Arrows Wizard Mirror Tornado Prince
Hog Rider
Wizard
Tornado Valkyrie Dark Prince Prince
Mirror
Arrows Tornado Valkyrie
Tornado
Wizard Mirror Arrows Valkyrie Dark Prince Prince
Dark Prince
Arrows Wizard Tornado Prince
Prince
Arrows Valkyrie Wizard Tornado Dark 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.

Valkyrie Wizard
Valkyrie Dark Prince Prince
Tornado Prince Valkyrie Dark Prince
Prince Valkyrie Dark Prince
Arrows Valkyrie Tornado Dark Prince Prince
Arrows Tornado Valkyrie Dark Prince
Tornado Arrows Wizard
Arrows Valkyrie
Tornado Prince
Tornado Valkyrie Dark Prince Prince
Valkyrie Arrows Wizard Tornado Dark Prince
Arrows Wizard Tornado
Prince Valkyrie Wizard Dark Prince
Valkyrie Wizard Arrows Tornado Dark Prince Prince
Prince
Tornado Prince
Wizard Arrows Valkyrie Tornado Dark Prince Prince
Arrows Valkyrie Wizard Tornado Dark Prince Prince
Arrows Valkyrie Wizard Tornado Dark Prince
Tornado Prince
Valkyrie Wizard Dark Prince Arrows Prince

Counters to secondary win conditions

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

Valkyrie Dark Prince Prince
Arrows Valkyrie Wizard Prince
Valkyrie Dark Prince Prince
Valkyrie Dark Prince Prince Tornado
Valkyrie Dark Prince Prince
Arrows Wizard Tornado
Dark Prince Prince Valkyrie
Valkyrie Dark Prince Prince
Valkyrie Tornado Dark Prince Prince
Valkyrie Dark Prince Prince
Arrows Valkyrie Tornado Dark Prince Prince
Dark Prince Prince Valkyrie Wizard
Wizard Valkyrie
Valkyrie Tornado Dark Prince Prince
Arrows Valkyrie Wizard Dark Prince

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
Arrows Tornado
Arrows
Arrows Valkyrie Dark Prince Prince
Wizard Arrows Valkyrie Dark Prince
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado Prince
Arrows Valkyrie Wizard Tornado Dark Prince Prince
Arrows Wizard Tornado
Arrows
Arrows Prince
Arrows Wizard
Arrows Wizard
Arrows Tornado
Arrows Wizard Dark Prince Prince
Arrows Valkyrie Wizard Tornado
Prince
Arrows Wizard Tornado
Tornado Prince
Arrows
Arrows Tornado Valkyrie Wizard Dark Prince
Arrows Wizard Tornado
Arrows Wizard Tornado Prince
Arrows Tornado
Arrows Wizard Tornado
Wizard
Arrows Wizard
Arrows
Prince
Arrows Wizard
Dark Prince Prince
Arrows Wizard Tornado
Arrows
Valkyrie Wizard Dark Prince Prince
Arrows Wizard
Arrows Tornado
Dark Prince Prince
Tornado
Tornado
Tornado Dark Prince Prince

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