My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Fisherman

Deck tips

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

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Minions 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.

Bomber Archers Valkyrie Baby Dragon Golem Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Missing

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 Golem

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 Golem 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
Bomber Archers Minions Guards
Giant Snowball
Bomber Archers Minions Guards Baby Dragon
Zap
Bomber Archers Minions Guards
Barbarian Barrel
Bomber Archers Valkyrie Guards Electro Wizard
The Log
Bomber Archers Guards
Earthquake
Bomber Archers Guards
Arrows
Bomber Archers Minions Guards
Royal Delivery
Bomber Archers Minions Valkyrie Guards Baby Dragon Electro Wizard
Fireball
Bomber Archers Minions Baby Dragon Electro Wizard
Poison
Bomber Archers Minions Guards Electro Wizard
Lightning
Valkyrie Baby Dragon Electro Wizard
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Valkyrie 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 Guards Baby Dragon Golem

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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Archers Minions Guards Valkyrie Baby Dragon Electro Wizard Golem

Shortest cycle

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

11 Bomber Archers Minions Guards

Attack Synergies 3 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.

Bomber
Golem Minions Valkyrie Baby Dragon
Archers
Valkyrie Baby Dragon Golem
Minions
Bomber Valkyrie Baby Dragon Golem
Valkyrie
Archers Bomber Minions Baby Dragon Electro Wizard
Guards
Baby Dragon
Golem Bomber Archers Minions Valkyrie Electro Wizard
Golem
Bomber Baby Dragon Archers Minions Electro Wizard
Electro Wizard
Valkyrie Baby Dragon Golem

Defense Synergies 2 13

Bomber
Valkyrie Guards Electro Wizard
Archers
Valkyrie Minions Guards Baby Dragon Electro Wizard
Minions
Valkyrie Archers Baby Dragon Electro Wizard
Valkyrie
Archers Minions Bomber Baby Dragon Electro Wizard
Guards
Bomber Archers Baby Dragon Electro Wizard
Baby Dragon
Archers Minions Valkyrie Guards
Golem
Electro Wizard
Bomber Archers Minions Valkyrie Guards

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.

Bomber Minions Valkyrie Baby Dragon Electro Wizard
Bomber Minions Valkyrie Electro Wizard
Bomber Archers Minions Valkyrie Electro Wizard
Bomber Minions Valkyrie Guards Electro Wizard
Bomber Valkyrie
Bomber Archers Minions Valkyrie Guards Baby Dragon Electro Wizard
Minions Electro Wizard Archers Baby Dragon
Valkyrie Baby Dragon Electro Wizard
Minions
Guards Bomber Archers Valkyrie Electro Wizard
Archers Minions Valkyrie Guards Electro Wizard Bomber Baby Dragon
Minions Archers Baby Dragon Electro Wizard
Bomber Minions Valkyrie Guards Electro Wizard
Bomber Valkyrie Minions Guards Baby Dragon Electro Wizard
Electro Wizard
Electro Wizard
Bomber Minions Valkyrie Electro Wizard
Bomber Archers Minions Valkyrie Guards Baby Dragon Electro Wizard
Valkyrie Baby Dragon Bomber Archers Minions Guards Electro Wizard
Electro Wizard
Bomber Valkyrie Archers Minions Guards Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Valkyrie Guards Archers Electro Wizard
Electro Wizard Bomber Archers Valkyrie Baby Dragon
Guards Minions Valkyrie Electro Wizard
Valkyrie Guards Electro Wizard
Valkyrie Guards
Archers Minions Baby Dragon Electro Wizard
Guards Archers Minions Valkyrie Electro Wizard
Valkyrie
Electro Wizard Minions Valkyrie Baby Dragon
Guards
Minions Valkyrie Guards
Valkyrie Guards Electro Wizard
Valkyrie Guards
Bomber Archers Valkyrie Baby Dragon
Guards Electro Wizard Bomber Archers Minions Valkyrie Baby Dragon
Minions Valkyrie Bomber Archers Baby Dragon 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 Guards Baby Dragon
Baby Dragon Electro Wizard
Baby Dragon
Valkyrie Guards
Bomber Valkyrie Baby Dragon
Minions Baby Dragon
Bomber Archers Baby Dragon
Baby Dragon
Minions Guards Electro Wizard
Valkyrie Electro Wizard
Archers Baby Dragon
Baby Dragon
Minions Baby Dragon
Baby Dragon
Bomber Baby Dragon
Baby Dragon
Bomber Minions
Bomber Archers Baby Dragon Electro Wizard
Bomber Valkyrie Baby Dragon
Minions Baby Dragon
Baby Dragon
Bomber Valkyrie Baby Dragon
Baby Dragon Electro Wizard
Baby Dragon
Baby Dragon
Archers Baby Dragon Electro Wizard
Electro Wizard Minions Guards
Bomber
Electro Wizard
Electro Wizard Archers Minions Guards
Archers Baby Dragon Electro Wizard
Valkyrie Baby Dragon Electro Wizard
Bomber Baby Dragon
Minions Guards Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Electro Wizard

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