My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
RIP

3 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Ice Wizard Electro Wizard Inferno Dragon

Defensive buildings

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

X-Bow

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 X-Bow Ice Wizard Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Arrows

Punishments

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

X-Bow

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 X-Bow

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 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
Guards Inferno Dragon
Giant Snowball
Guards Inferno Dragon
Zap
Guards X-Bow Inferno Dragon
Barbarian Barrel
Valkyrie Wizard Guards X-Bow Ice Wizard Electro Wizard
The Log
Guards X-Bow
Earthquake
Guards X-Bow
Arrows
Guards
Royal Delivery
Valkyrie Wizard Guards Ice Wizard Electro Wizard Inferno Dragon
Fireball
Wizard X-Bow Ice Wizard Electro Wizard Inferno Dragon
Poison
Wizard Guards X-Bow Ice Wizard Electro Wizard
Lightning
Valkyrie Wizard X-Bow Ice Wizard Electro Wizard Inferno Dragon
Rocket
Valkyrie Wizard X-Bow Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Guards Ice Wizard Inferno Dragon

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 Ice 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.

Arrows Guards Ice Wizard Valkyrie Electro Wizard Inferno Dragon Wizard X-Bow

Shortest cycle

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

13 Arrows Guards Ice Wizard Valkyrie

Attack Synergies 0 6

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
X-Bow
Valkyrie
Wizard X-Bow Electro Wizard
Wizard
Valkyrie
Guards
X-Bow
X-Bow
Arrows Valkyrie Guards Ice Wizard
Ice Wizard
X-Bow
Electro Wizard
Valkyrie
Inferno Dragon

Defense Synergies 0 16

Arrows
Valkyrie Ice Wizard
Valkyrie
Arrows Wizard X-Bow Ice Wizard Electro Wizard
Wizard
Valkyrie Guards Ice Wizard Electro Wizard
Guards
Wizard X-Bow Ice Wizard Electro Wizard
X-Bow
Valkyrie Guards Ice Wizard Electro Wizard
Ice Wizard
Arrows Valkyrie Wizard Guards X-Bow Inferno Dragon
Electro Wizard
Valkyrie Wizard Guards X-Bow Inferno Dragon
Inferno Dragon
Ice Wizard Electro Wizard

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 X-Bow Electro Wizard
Inferno Dragon Valkyrie X-Bow Ice Wizard Electro Wizard
Valkyrie Ice Wizard Electro Wizard Inferno Dragon
Inferno Dragon Valkyrie Guards Ice Wizard Electro Wizard
Arrows Valkyrie X-Bow
Arrows Valkyrie Guards X-Bow Ice Wizard Electro Wizard
Electro Wizard Inferno Dragon Arrows Wizard X-Bow Ice Wizard
Arrows Valkyrie X-Bow Electro Wizard
Inferno Dragon X-Bow Ice Wizard
Guards Valkyrie Ice Wizard Electro Wizard
Valkyrie Guards Ice Wizard Electro Wizard Arrows Wizard X-Bow
Arrows Inferno Dragon Wizard Ice Wizard Electro Wizard
Valkyrie Wizard Guards X-Bow Ice Wizard Electro Wizard
Valkyrie Wizard Arrows Guards X-Bow Electro Wizard
Inferno Dragon X-Bow Electro Wizard
X-Bow Electro Wizard Inferno Dragon
Wizard Arrows Valkyrie X-Bow Electro Wizard
Arrows Valkyrie Wizard Guards X-Bow Ice Wizard Electro Wizard
Arrows Valkyrie Wizard Guards Ice Wizard Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Valkyrie Wizard Arrows Guards Electro Wizard

Counters to secondary win conditions

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

Valkyrie Guards X-Bow Electro Wizard
Electro Wizard Arrows Valkyrie Wizard X-Bow Inferno Dragon
Guards Valkyrie Electro Wizard
Valkyrie Guards X-Bow Electro Wizard
Valkyrie Guards Inferno Dragon
Arrows Wizard Ice Wizard Electro Wizard
Guards Valkyrie Ice Wizard Electro Wizard
Valkyrie Inferno Dragon
Electro Wizard Valkyrie X-Bow Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Valkyrie Guards
Arrows Valkyrie Guards Electro Wizard
Valkyrie Wizard Guards
Wizard Valkyrie
Guards Electro Wizard Valkyrie X-Bow Inferno Dragon
Arrows Valkyrie Wizard Ice Wizard Electro Wizard Inferno Dragon

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 Guards X-Bow
Arrows X-Bow Ice Wizard Electro Wizard
Arrows X-Bow
Arrows Valkyrie Guards
Wizard Arrows Valkyrie
Arrows Wizard Ice Wizard
Arrows Wizard
Arrows X-Bow Wizard Ice Wizard
Arrows Wizard X-Bow
Guards X-Bow Electro Wizard
Arrows Valkyrie Wizard X-Bow Electro Wizard
Arrows Wizard
Arrows X-Bow
Arrows X-Bow
X-Bow Arrows Wizard
Arrows Wizard X-Bow
Arrows
Arrows Wizard X-Bow Electro Wizard
Arrows Valkyrie Wizard X-Bow
X-Bow
Arrows Wizard
X-Bow
Arrows X-Bow
Arrows Valkyrie Wizard Ice Wizard
Inferno Dragon
Arrows X-Bow Wizard Ice Wizard Electro Wizard
Arrows Wizard X-Bow
Arrows X-Bow
Arrows Wizard X-Bow Ice Wizard Electro Wizard
Electro Wizard Wizard Guards
Arrows Wizard X-Bow
Arrows Electro Wizard
Arrows Wizard
Electro Wizard Guards X-Bow
Arrows Wizard Ice Wizard Electro Wizard
Arrows
Valkyrie Wizard Electro Wizard
Arrows Wizard
Arrows
Guards Electro Wizard
Electro Wizard
X-Bow Electro Wizard

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