My Best Clash Royale Deck

Deck Check Rating

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

2 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Wizard Baby Dragon 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.

Archers Valkyrie Wizard Baby Dragon Prince Giant Skeleton Bandit Electro Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

Punishments

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

Prince 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.

Valkyrie Baby Dragon Prince Giant Skeleton 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.

Valkyrie Giant Skeleton Bandit 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
Archers Prince Giant Skeleton Bandit
Giant Snowball
Archers Baby Dragon
Zap
Archers Prince Bandit
Barbarian Barrel
Archers Valkyrie Wizard Giant Skeleton Bandit Electro Wizard
The Log
Archers Prince Giant Skeleton Bandit
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Valkyrie Wizard Baby Dragon Prince Giant Skeleton Bandit Electro Wizard
Fireball
Archers Wizard Baby Dragon Bandit Electro Wizard
Poison
Archers Wizard Electro Wizard
Lightning
Valkyrie Wizard Baby Dragon Prince Bandit Electro Wizard
Rocket
Valkyrie Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Baby Dragon

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 Prince Giant Skeleton

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Bandit Valkyrie Baby Dragon Electro Wizard Wizard Prince Giant Skeleton

Shortest cycle

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

14 Archers Bandit Valkyrie Baby Dragon

Attack Synergies 2 20

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 Baby Dragon Prince Giant Skeleton Bandit
Valkyrie
Archers Prince Wizard Baby Dragon Giant Skeleton Bandit Electro Wizard
Wizard
Valkyrie Prince Giant Skeleton Bandit
Baby Dragon
Archers Valkyrie Prince Giant Skeleton Bandit Electro Wizard
Prince
Valkyrie Archers Wizard Baby Dragon Electro Wizard
Giant Skeleton
Archers Valkyrie Wizard Baby Dragon Bandit Electro Wizard
Bandit
Archers Valkyrie Wizard Baby Dragon Giant Skeleton Electro Wizard
Electro Wizard
Valkyrie Baby Dragon Prince Giant Skeleton Bandit

Defense Synergies 1 19

Archers
Valkyrie Baby Dragon Giant Skeleton Bandit Electro Wizard
Valkyrie
Archers Wizard Baby Dragon Prince Bandit Electro Wizard
Wizard
Valkyrie Prince Giant Skeleton Bandit Electro Wizard
Baby Dragon
Archers Valkyrie Prince Giant Skeleton Bandit
Prince
Valkyrie Wizard Baby Dragon Electro Wizard
Giant Skeleton
Archers Wizard Baby Dragon Electro Wizard
Bandit
Archers Valkyrie Wizard Baby Dragon Electro Wizard
Electro Wizard
Archers Valkyrie Wizard Prince Giant Skeleton Bandit

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 Baby Dragon Electro Wizard
Valkyrie Prince Bandit Electro Wizard
Prince Archers Valkyrie Giant Skeleton Bandit Electro Wizard
Prince Valkyrie Bandit Electro Wizard
Valkyrie Prince Giant Skeleton
Archers Valkyrie Baby Dragon Bandit Electro Wizard
Electro Wizard Archers Wizard Baby Dragon
Valkyrie Baby Dragon Giant Skeleton Bandit Electro Wizard
Prince
Archers Valkyrie Prince Giant Skeleton Bandit Electro Wizard
Archers Valkyrie Electro Wizard Wizard Baby Dragon Giant Skeleton Bandit
Archers Wizard Baby Dragon Electro Wizard
Prince Valkyrie Wizard Giant Skeleton Bandit Electro Wizard
Valkyrie Wizard Baby Dragon Prince Electro Wizard
Prince Bandit Electro Wizard
Prince Bandit Electro Wizard
Wizard Valkyrie Prince Electro Wizard
Archers Valkyrie Wizard Baby Dragon Prince Bandit Electro Wizard
Valkyrie Wizard Baby Dragon Archers Giant Skeleton Bandit Electro Wizard
Prince Electro Wizard
Valkyrie Wizard Archers Baby Dragon Prince Giant Skeleton Bandit Electro Wizard

Counters to secondary win conditions

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

Valkyrie Archers Prince Giant Skeleton Bandit Electro Wizard
Bandit Electro Wizard Archers Valkyrie Wizard Baby Dragon Prince
Giant Skeleton Bandit Valkyrie Prince Electro Wizard
Valkyrie Prince Giant Skeleton Bandit Electro Wizard
Giant Skeleton Valkyrie Prince Bandit
Wizard Archers Baby Dragon Electro Wizard
Prince Archers Valkyrie Giant Skeleton Bandit Electro Wizard
Giant Skeleton Valkyrie Prince
Giant Skeleton Electro Wizard Valkyrie Baby Dragon Prince Bandit
Valkyrie Prince Giant Skeleton
Valkyrie Prince Giant Skeleton Electro Wizard
Prince Giant Skeleton Valkyrie Wizard Bandit
Wizard Archers Valkyrie Baby Dragon
Electro Wizard Archers Valkyrie Baby Dragon Prince Giant Skeleton
Valkyrie Archers Wizard Baby Dragon Giant Skeleton 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 Giant Skeleton Bandit
Baby Dragon Bandit Electro Wizard
Baby Dragon Giant Skeleton Bandit
Valkyrie Prince Giant Skeleton
Wizard Valkyrie Baby Dragon
Wizard Baby Dragon
Archers Wizard Baby Dragon
Wizard Baby Dragon
Wizard Bandit
Prince Electro Wizard
Valkyrie Wizard Prince Bandit Electro Wizard
Archers Wizard Baby Dragon
Baby Dragon Bandit
Baby Dragon Bandit
Baby Dragon Prince
Wizard Baby Dragon Bandit
Wizard Baby Dragon Bandit
Archers Wizard Baby Dragon Prince Bandit Electro Wizard
Valkyrie Wizard Baby Dragon
Baby Dragon Prince Giant Skeleton
Wizard
Prince
Baby Dragon
Valkyrie Wizard Baby Dragon
Wizard Baby Dragon Bandit Electro Wizard
Wizard Baby Dragon Prince Bandit
Baby Dragon Bandit
Archers Wizard Baby Dragon Electro Wizard
Electro Wizard Wizard
Wizard Bandit
Electro Wizard
Prince Giant Skeleton
Wizard
Electro Wizard Archers Prince Bandit
Archers Wizard Baby Dragon Electro Wizard
Valkyrie Wizard Baby Dragon Prince Electro Wizard
Wizard Baby Dragon
Giant Skeleton
Prince
Baby Dragon Giant Skeleton Electro Wizard
Electro Wizard
Baby Dragon Prince Giant Skeleton Bandit Electro Wizard

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