My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 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 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.

Electro Wizard Magic Archer

Defensive buildings

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

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tombstone Valkyrie Electro Wizard Magic Archer

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 Freeze

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.

Barbarians Valkyrie Hog Rider Magic Archer

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 Electro Wizard Magic Archer

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
Hog Rider
Giant Snowball
Barbarians Tombstone Hog Rider
Zap
Tombstone
Barbarian Barrel
Barbarians Tombstone Valkyrie Electro Wizard Magic Archer
The Log
Barbarians Tombstone Hog Rider
Earthquake
Barbarians Tombstone Hog Rider
Arrows
Tombstone
Royal Delivery
Barbarians Valkyrie Hog Rider Electro Wizard Magic Archer
Fireball
Barbarians Tombstone Hog Rider Electro Wizard Magic Archer
Poison
Barbarians Tombstone Electro Wizard Magic Archer
Lightning
Tombstone Valkyrie Electro Wizard Magic Archer
Rocket
Barbarians Valkyrie Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Freeze Magic Archer

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.

Tombstone Valkyrie 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Tombstone Valkyrie Hog Rider Freeze Electro Wizard Magic Archer Barbarians

Shortest cycle

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

13 Zap Tombstone Valkyrie Hog Rider

Attack Synergies 4 9

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 Valkyrie Freeze Magic Archer
Barbarians
Hog Rider
Tombstone
Valkyrie
Hog Rider Zap Electro Wizard Magic Archer
Hog Rider
Zap Valkyrie Freeze Barbarians Electro Wizard Magic Archer
Freeze
Hog Rider Zap
Electro Wizard
Zap Valkyrie Hog Rider Magic Archer
Magic Archer
Zap Valkyrie Hog Rider Electro Wizard

Defense Synergies 1 11

Zap
Electro Wizard Barbarians Tombstone Valkyrie Magic Archer
Barbarians
Zap
Tombstone
Zap Electro Wizard Magic Archer
Valkyrie
Zap Freeze Electro Wizard Magic Archer
Hog Rider
Freeze
Valkyrie Electro Wizard
Electro Wizard
Zap Tombstone Valkyrie Freeze Magic Archer
Magic Archer
Zap Tombstone Valkyrie 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.

Zap Tombstone Valkyrie Electro Wizard Magic Archer
Barbarians Zap Tombstone Valkyrie Electro Wizard
Barbarians Tombstone Valkyrie Freeze Electro Wizard
Barbarians Tombstone Valkyrie Electro Wizard
Barbarians Tombstone Valkyrie
Freeze Zap Valkyrie Electro Wizard Magic Archer
Electro Wizard Zap Tombstone Freeze Magic Archer
Zap Barbarians Valkyrie Electro Wizard Magic Archer
Barbarians Tombstone
Barbarians Valkyrie Electro Wizard
Barbarians Valkyrie Electro Wizard Zap Tombstone Freeze Magic Archer
Zap Electro Wizard Magic Archer
Barbarians Tombstone Zap Valkyrie Freeze Electro Wizard
Valkyrie Zap Barbarians Tombstone Freeze Electro Wizard Magic Archer
Barbarians Tombstone Electro Wizard
Barbarians Zap Freeze Electro Wizard
Barbarians Tombstone Valkyrie Electro Wizard
Tombstone Zap Barbarians Valkyrie Electro Wizard Magic Archer
Zap Valkyrie Freeze Barbarians Tombstone Electro Wizard Magic Archer
Barbarians Electro Wizard
Valkyrie Barbarians Electro Wizard

Counters to secondary win conditions

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

Barbarians Valkyrie Zap Tombstone Electro Wizard
Electro Wizard Zap Valkyrie Magic Archer
Barbarians Tombstone Zap Valkyrie Electro Wizard
Valkyrie Zap Barbarians Electro Wizard
Barbarians Tombstone Valkyrie
Zap Freeze Electro Wizard Magic Archer
Barbarians Tombstone Valkyrie Electro Wizard
Barbarians Valkyrie
Zap Freeze Electro Wizard Barbarians Tombstone Valkyrie Magic Archer
Barbarians Tombstone
Barbarians Tombstone Valkyrie
Zap Barbarians Valkyrie Electro Wizard
Barbarians Tombstone Valkyrie
Barbarians Valkyrie Magic Archer
Barbarians Tombstone Electro Wizard Zap Valkyrie Freeze Magic Archer
Valkyrie Zap Barbarians Freeze Electro Wizard Magic Archer

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.)

Magic Archer Valkyrie Freeze
Zap Electro Wizard Magic Archer
Magic Archer
Barbarians Valkyrie Freeze
Zap Valkyrie Magic Archer
Zap Freeze Magic Archer
Magic Archer
Zap Freeze Magic Archer
Zap
Electro Wizard
Zap Valkyrie Electro Wizard Magic Archer
Zap Magic Archer
Magic Archer
Freeze Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer
Freeze
Zap Electro Wizard Magic Archer
Zap Valkyrie Magic Archer
Magic Archer
Zap Barbarians
Zap Freeze Valkyrie Magic Archer
Zap Electro Wizard Magic Archer
Zap Magic Archer
Zap Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Freeze
Zap Magic Archer
Zap Freeze Electro Wizard Magic Archer
Magic Archer
Zap Electro Wizard Barbarians Tombstone Freeze Magic Archer
Zap Electro Wizard Magic Archer
Freeze
Valkyrie Electro Wizard Magic Archer
Zap Magic Archer
Zap
Zap Freeze Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Freeze Electro Wizard Magic Archer

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