My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!
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.

Fire Spirit Wizard 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.

Valkyrie Wizard 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.

Zap Freeze

Punishments

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

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.

Fire Spirit Valkyrie 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 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
Guards Bandit
Giant Snowball
Fire Spirit Guards
Zap
Fire Spirit Guards Bandit
Barbarian Barrel
Fire Spirit Valkyrie Wizard Guards Bandit Electro Wizard
The Log
Fire Spirit Guards Bandit
Earthquake
Guards
Arrows
Fire Spirit Guards
Royal Delivery
Fire Spirit Valkyrie Wizard Guards Bandit Electro Wizard
Fireball
Wizard Bandit Electro Wizard
Poison
Wizard Guards Electro Wizard
Lightning
Valkyrie Wizard Bandit Electro Wizard
Rocket
Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Valkyrie Wizard Freeze

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 Valkyrie Guards Freeze

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Guards Bandit Valkyrie Freeze Electro Wizard Wizard

Shortest cycle

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

9 Fire Spirit Zap Guards Bandit

Attack Synergies 2 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.

Fire Spirit
Valkyrie Zap Bandit
Zap
Electro Wizard Fire Spirit Valkyrie Guards Freeze Bandit
Valkyrie
Fire Spirit Zap Wizard Bandit Electro Wizard
Wizard
Valkyrie Bandit
Guards
Zap Bandit
Freeze
Zap
Bandit
Fire Spirit Zap Valkyrie Wizard Guards Electro Wizard
Electro Wizard
Zap Valkyrie Bandit

Defense Synergies 1 17

Fire Spirit
Zap Valkyrie Electro Wizard
Zap
Electro Wizard Fire Spirit Valkyrie Guards Bandit
Valkyrie
Fire Spirit Zap Wizard Freeze Bandit Electro Wizard
Wizard
Valkyrie Guards Freeze Bandit Electro Wizard
Guards
Zap Wizard Electro Wizard
Freeze
Valkyrie Wizard Electro Wizard
Bandit
Zap Valkyrie Wizard Electro Wizard
Electro Wizard
Zap Fire Spirit Valkyrie Wizard Guards Freeze 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.

Zap Valkyrie Wizard Electro Wizard
Zap Valkyrie Bandit Electro Wizard
Fire Spirit Valkyrie Freeze Bandit Electro Wizard
Valkyrie Guards Bandit Electro Wizard
Valkyrie
Freeze Fire Spirit Zap Valkyrie Guards Bandit Electro Wizard
Electro Wizard Fire Spirit Zap Wizard Freeze
Zap Valkyrie Bandit Electro Wizard
Guards Fire Spirit Valkyrie Bandit Electro Wizard
Valkyrie Guards Electro Wizard Zap Wizard Freeze Bandit
Zap Wizard Electro Wizard
Fire Spirit Zap Valkyrie Wizard Guards Freeze Bandit Electro Wizard
Fire Spirit Valkyrie Wizard Zap Guards Freeze Electro Wizard
Bandit Electro Wizard
Zap Freeze Bandit Electro Wizard
Wizard Valkyrie Electro Wizard
Fire Spirit Zap Valkyrie Wizard Guards Bandit Electro Wizard
Zap Valkyrie Wizard Freeze Fire Spirit Guards Bandit Electro Wizard
Electro Wizard
Valkyrie Wizard Fire Spirit Guards Bandit Electro Wizard

Counters to secondary win conditions

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

Valkyrie Guards Zap Bandit Electro Wizard
Bandit Electro Wizard Zap Valkyrie Wizard
Guards Bandit Zap Valkyrie Electro Wizard
Valkyrie Guards Zap Bandit Electro Wizard
Valkyrie Guards Bandit
Fire Spirit Wizard Zap Freeze Electro Wizard
Guards Valkyrie Bandit Electro Wizard
Valkyrie
Zap Freeze Electro Wizard Valkyrie Bandit
Guards
Valkyrie Guards
Zap Valkyrie Guards Electro Wizard
Valkyrie Wizard Guards Bandit
Wizard Valkyrie
Guards Electro Wizard Zap Valkyrie Freeze
Valkyrie Zap Wizard Freeze 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 Freeze Bandit
Zap Bandit Electro Wizard
Bandit
Valkyrie Guards Freeze
Wizard Fire Spirit Zap Valkyrie
Wizard Fire Spirit Zap Freeze
Fire Spirit Wizard
Fire Spirit Zap Wizard Freeze
Zap Wizard Bandit
Fire Spirit Guards Electro Wizard
Zap Valkyrie Wizard Bandit Electro Wizard
Fire Spirit Zap Wizard
Fire Spirit Bandit
Freeze Bandit
Zap
Zap Wizard Bandit
Wizard Bandit
Freeze
Fire Spirit Zap Wizard Bandit Electro Wizard
Fire Spirit Zap Valkyrie Wizard
Wizard
Zap
Zap Freeze Fire Spirit Valkyrie Wizard
Zap Wizard Bandit Electro Wizard
Zap Wizard Bandit
Zap Bandit
Fire Spirit Zap Wizard Electro Wizard
Zap Electro Wizard Wizard Guards Freeze
Zap Wizard Bandit
Zap Freeze Electro Wizard
Wizard
Zap Electro Wizard Fire Spirit Guards Freeze Bandit
Fire Spirit Zap Wizard Electro Wizard
Freeze
Valkyrie Wizard Electro Wizard
Zap Wizard
Zap
Zap Guards Freeze Electro Wizard
Zap Electro Wizard
Zap Freeze Bandit Electro Wizard

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