My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Magic Archer

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Fire Spirit Spear Goblins 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.

Spear Goblins Valkyrie Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Miner

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 Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Spear Goblins Barbarians Valkyrie Hog Rider

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 Miner 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
Spear Goblins Hog Rider Miner
Giant Snowball
Fire Spirit Spear Goblins Barbarians Hog Rider Miner
Zap
Fire Spirit Spear Goblins
Barbarian Barrel
Fire Spirit Spear Goblins Barbarians Valkyrie Electro Wizard
The Log
Fire Spirit Spear Goblins Barbarians Hog Rider
Earthquake
Spear Goblins Barbarians Hog Rider
Arrows
Fire Spirit Spear Goblins
Royal Delivery
Fire Spirit Spear Goblins Barbarians Valkyrie Hog Rider Miner Electro Wizard
Fireball
Barbarians Hog Rider Electro Wizard
Poison
Spear Goblins Barbarians Electro Wizard
Lightning
Valkyrie Electro Wizard
Rocket
Barbarians Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Valkyrie

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.

Fire Spirit Spear Goblins Valkyrie Miner

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.

Fire Spirit Barbarians 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.

Fire Spirit Spear Goblins Zap Miner Valkyrie Hog Rider Electro Wizard Barbarians

Shortest cycle

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

8 Fire Spirit Spear Goblins Zap Miner

Attack Synergies 10 7

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.

Fire Spirit
Valkyrie Hog Rider Miner Zap
Spear Goblins
Valkyrie Hog Rider Miner Zap
Zap
Hog Rider Miner Electro Wizard Fire Spirit Spear Goblins Valkyrie
Barbarians
Hog Rider
Valkyrie
Fire Spirit Spear Goblins Hog Rider Zap Electro Wizard
Hog Rider
Fire Spirit Spear Goblins Zap Valkyrie Barbarians Electro Wizard
Miner
Fire Spirit Spear Goblins Zap Electro Wizard
Electro Wizard
Zap Valkyrie Hog Rider Miner

Defense Synergies 1 12

Fire Spirit
Spear Goblins Zap Valkyrie Electro Wizard
Spear Goblins
Fire Spirit Zap Barbarians Valkyrie Electro Wizard
Zap
Electro Wizard Fire Spirit Spear Goblins Barbarians Valkyrie Miner
Barbarians
Spear Goblins Zap
Valkyrie
Fire Spirit Spear Goblins Zap Electro Wizard
Hog Rider
Miner
Zap
Electro Wizard
Zap Fire Spirit Spear Goblins Valkyrie

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.

Spear Goblins Zap Valkyrie Electro Wizard
Barbarians Zap Valkyrie Electro Wizard
Barbarians Fire Spirit Valkyrie Electro Wizard
Barbarians Valkyrie Electro Wizard
Barbarians Valkyrie
Fire Spirit Spear Goblins Zap Valkyrie Electro Wizard
Electro Wizard Fire Spirit Spear Goblins Zap
Zap Barbarians Valkyrie Electro Wizard
Barbarians
Fire Spirit Spear Goblins Barbarians Valkyrie Miner Electro Wizard
Barbarians Valkyrie Electro Wizard Spear Goblins Zap
Spear Goblins Zap Electro Wizard
Barbarians Fire Spirit Zap Valkyrie Electro Wizard
Fire Spirit Valkyrie Zap Barbarians Electro Wizard
Barbarians Electro Wizard
Barbarians Zap Electro Wizard
Barbarians Valkyrie Electro Wizard
Fire Spirit Spear Goblins Zap Barbarians Valkyrie Electro Wizard
Zap Valkyrie Fire Spirit Spear Goblins Barbarians Electro Wizard
Barbarians Electro Wizard
Valkyrie Fire Spirit Spear Goblins Barbarians Electro Wizard

Counters to secondary win conditions

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

Barbarians Valkyrie Spear Goblins Zap Electro Wizard
Electro Wizard Zap Valkyrie Miner
Barbarians Spear Goblins Zap Valkyrie Electro Wizard
Valkyrie Zap Barbarians Electro Wizard
Barbarians Valkyrie
Fire Spirit Zap Electro Wizard
Spear Goblins Barbarians Valkyrie Electro Wizard
Barbarians Valkyrie
Zap Electro Wizard Spear Goblins Barbarians Valkyrie
Barbarians
Barbarians Valkyrie
Zap Barbarians Valkyrie Electro Wizard
Barbarians Valkyrie
Barbarians Valkyrie
Barbarians Electro Wizard Spear Goblins Zap Valkyrie
Valkyrie Zap Barbarians 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
Zap Miner Electro Wizard
Miner
Barbarians Valkyrie
Fire Spirit Zap Valkyrie
Fire Spirit Spear Goblins Zap
Fire Spirit
Fire Spirit Zap
Miner Zap
Fire Spirit Electro Wizard
Miner Zap Valkyrie Electro Wizard
Fire Spirit Zap
Fire Spirit Miner
Zap
Spear Goblins Zap
Fire Spirit Zap Electro Wizard
Fire Spirit Zap Valkyrie Miner
Zap Barbarians
Zap Fire Spirit Valkyrie
Miner Zap Electro Wizard
Zap Miner
Miner Zap
Fire Spirit Zap Electro Wizard
Zap Electro Wizard
Zap Miner
Zap Electro Wizard
Zap Electro Wizard Fire Spirit Spear Goblins Barbarians
Fire Spirit Zap Electro Wizard
Miner Valkyrie Electro Wizard
Zap
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Miner Electro Wizard

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