My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Ice Wizard Electro Wizard

Defensive buildings

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

Cannon

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 Giant Skeleton Ice Wizard Electro Wizard

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.

Zap

Punishments

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

Hog Rider

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 Giant Skeleton

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 Giant Skeleton 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 Hog Rider Giant Skeleton
Giant Snowball
Archers Cannon Hog Rider
Zap
Archers Cannon
Barbarian Barrel
Archers Cannon Valkyrie Giant Skeleton Ice Wizard Electro Wizard
The Log
Archers Cannon Hog Rider Giant Skeleton
Earthquake
Archers Cannon Hog Rider
Arrows
Archers
Royal Delivery
Archers Valkyrie Hog Rider Giant Skeleton Ice Wizard Electro Wizard
Fireball
Archers Cannon Hog Rider Ice Wizard Electro Wizard
Poison
Archers Cannon Ice Wizard Electro Wizard
Lightning
Cannon Valkyrie Ice Wizard Electro Wizard
Rocket
Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie 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.

Valkyrie Giant Skeleton Ice Wizard

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Cannon Ice Wizard Valkyrie Hog Rider Electro Wizard Giant Skeleton

Shortest cycle

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

11 Zap Archers Cannon Ice Wizard

Attack Synergies 4 12

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.

Zap
Hog Rider Electro Wizard Archers Valkyrie Giant Skeleton Ice Wizard
Archers
Valkyrie Zap Hog Rider Giant Skeleton
Cannon
Valkyrie
Archers Hog Rider Zap Giant Skeleton Electro Wizard
Hog Rider
Zap Valkyrie Archers Giant Skeleton Electro Wizard
Giant Skeleton
Zap Archers Valkyrie Hog Rider Ice Wizard Electro Wizard
Ice Wizard
Zap Giant Skeleton
Electro Wizard
Zap Valkyrie Hog Rider Giant Skeleton

Defense Synergies 3 15

Zap
Cannon Electro Wizard Archers Valkyrie Giant Skeleton Ice Wizard
Archers
Valkyrie Zap Cannon Giant Skeleton Ice Wizard Electro Wizard
Cannon
Zap Archers Valkyrie Ice Wizard Electro Wizard
Valkyrie
Archers Zap Cannon Ice Wizard Electro Wizard
Hog Rider
Giant Skeleton
Zap Archers Ice Wizard Electro Wizard
Ice Wizard
Zap Archers Cannon Valkyrie Giant Skeleton
Electro Wizard
Zap Archers Cannon Valkyrie Giant Skeleton

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.

Zap Cannon Valkyrie Electro Wizard
Zap Cannon Valkyrie Ice Wizard Electro Wizard
Cannon Archers Valkyrie Giant Skeleton Ice Wizard Electro Wizard
Cannon Valkyrie Ice Wizard Electro Wizard
Valkyrie Giant Skeleton
Zap Archers Cannon Valkyrie Ice Wizard Electro Wizard
Electro Wizard Zap Archers Cannon Ice Wizard
Zap Cannon Valkyrie Giant Skeleton Electro Wizard
Cannon Ice Wizard
Archers Cannon Valkyrie Giant Skeleton Ice Wizard Electro Wizard
Archers Valkyrie Ice Wizard Electro Wizard Zap Cannon Giant Skeleton
Zap Archers Ice Wizard Electro Wizard
Cannon Zap Valkyrie Giant Skeleton Ice Wizard Electro Wizard
Valkyrie Zap Cannon Electro Wizard
Cannon Electro Wizard
Zap Cannon Electro Wizard
Cannon Valkyrie Electro Wizard
Cannon Zap Archers Valkyrie Ice Wizard Electro Wizard
Zap Valkyrie Archers Cannon Giant Skeleton Ice Wizard Electro Wizard
Cannon Electro Wizard
Valkyrie Archers Cannon Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Valkyrie Zap Archers Giant Skeleton Electro Wizard
Electro Wizard Zap Archers Valkyrie
Giant Skeleton Zap Valkyrie Electro Wizard
Valkyrie Giant Skeleton Zap Electro Wizard
Giant Skeleton Cannon Valkyrie
Zap Archers Ice Wizard Electro Wizard
Archers Valkyrie Giant Skeleton Ice Wizard Electro Wizard
Giant Skeleton Valkyrie
Zap Giant Skeleton Electro Wizard Valkyrie
Cannon
Valkyrie Giant Skeleton
Zap Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Cannon Valkyrie
Archers Cannon Valkyrie
Electro Wizard Zap Archers Valkyrie Giant Skeleton
Valkyrie Zap Archers Cannon Giant Skeleton Ice Wizard 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 Giant Skeleton
Zap Ice Wizard Electro Wizard
Giant Skeleton
Valkyrie Giant Skeleton
Zap Valkyrie
Zap Ice Wizard
Archers
Zap Ice Wizard
Zap
Electro Wizard
Zap Valkyrie Electro Wizard
Zap Archers
Zap
Zap
Zap Archers Electro Wizard
Zap Valkyrie
Giant Skeleton
Zap
Zap Valkyrie Ice Wizard
Zap Ice Wizard Electro Wizard
Zap
Zap
Zap Archers Ice Wizard Electro Wizard
Zap Electro Wizard
Zap
Zap Electro Wizard
Giant Skeleton
Zap Electro Wizard Archers
Zap Archers Ice Wizard Electro Wizard
Valkyrie Electro Wizard
Zap
Zap Giant Skeleton
Zap Giant Skeleton Electro Wizard
Zap Electro Wizard
Zap Giant Skeleton Electro Wizard

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