My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Electro Dragon Goblin Giant Ram Rider

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.

Goblin Gang 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.

Valkyrie 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 Arrows

Punishments

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

Goblin Gang 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.

Goblin Gang 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 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
Goblin Gang Hog Rider
Giant Snowball
Cannon Goblin Gang Hog Rider
Zap
Cannon Goblin Gang
Barbarian Barrel
Cannon Goblin Gang Valkyrie Ice Wizard Electro Wizard
The Log
Cannon Goblin Gang Hog Rider
Earthquake
Cannon Goblin Gang Hog Rider
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Valkyrie Hog Rider Ice Wizard Electro Wizard
Fireball
Cannon Goblin Gang Hog Rider Ice Wizard Electro Wizard
Poison
Cannon Goblin Gang 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 Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Valkyrie 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.

Goblin Gang 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 Arrows Cannon Goblin Gang Ice Wizard Valkyrie Hog Rider Electro Wizard

Shortest cycle

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

11 Zap Arrows Cannon Goblin Gang

Attack Synergies 6 5

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
Arrows Hog Rider Electro Wizard Valkyrie Ice Wizard
Arrows
Zap Hog Rider
Cannon
Goblin Gang
Hog Rider Valkyrie
Valkyrie
Hog Rider Zap Goblin Gang Electro Wizard
Hog Rider
Zap Arrows Goblin Gang Valkyrie Electro Wizard
Ice Wizard
Zap
Electro Wizard
Zap Valkyrie Hog Rider

Defense Synergies 2 16

Zap
Cannon Electro Wizard Arrows Goblin Gang Valkyrie Ice Wizard
Arrows
Zap Cannon Valkyrie Ice Wizard
Cannon
Zap Arrows Goblin Gang Valkyrie Ice Wizard Electro Wizard
Goblin Gang
Zap Cannon Valkyrie Ice Wizard Electro Wizard
Valkyrie
Zap Arrows Cannon Goblin Gang Ice Wizard Electro Wizard
Hog Rider
Ice Wizard
Zap Arrows Cannon Goblin Gang Valkyrie
Electro Wizard
Zap Cannon Goblin Gang 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.

Zap Cannon Valkyrie Electro Wizard
Zap Cannon Goblin Gang Valkyrie Ice Wizard Electro Wizard
Cannon Goblin Gang Valkyrie Ice Wizard Electro Wizard
Cannon Goblin Gang Valkyrie Ice Wizard Electro Wizard
Arrows Valkyrie
Arrows Goblin Gang Zap Cannon Valkyrie Ice Wizard Electro Wizard
Electro Wizard Zap Arrows Cannon Goblin Gang Ice Wizard
Zap Arrows Cannon Valkyrie Electro Wizard
Cannon Goblin Gang Ice Wizard
Goblin Gang Cannon Valkyrie Ice Wizard Electro Wizard
Goblin Gang Valkyrie Ice Wizard Electro Wizard Zap Arrows Cannon
Arrows Zap Goblin Gang Ice Wizard Electro Wizard
Cannon Zap Goblin Gang Valkyrie Ice Wizard Electro Wizard
Valkyrie Zap Arrows Cannon Goblin Gang Electro Wizard
Cannon Goblin Gang Electro Wizard
Zap Cannon Goblin Gang Electro Wizard
Arrows Cannon Goblin Gang Valkyrie Electro Wizard
Arrows Cannon Zap Goblin Gang Valkyrie Ice Wizard Electro Wizard
Zap Arrows Valkyrie Cannon Ice Wizard Electro Wizard
Cannon Electro Wizard
Goblin Gang Valkyrie Arrows Cannon Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Valkyrie Zap Electro Wizard
Electro Wizard Zap Arrows Goblin Gang Valkyrie
Goblin Gang Zap Valkyrie Electro Wizard
Goblin Gang Valkyrie Zap Electro Wizard
Cannon Goblin Gang Valkyrie
Arrows Zap Goblin Gang Ice Wizard Electro Wizard
Goblin Gang Valkyrie Ice Wizard Electro Wizard
Valkyrie
Zap Electro Wizard Valkyrie
Cannon Goblin Gang
Valkyrie
Zap Arrows Valkyrie Electro Wizard
Cannon Goblin Gang Valkyrie
Cannon Valkyrie
Goblin Gang Electro Wizard Zap Valkyrie
Arrows Valkyrie Zap Cannon 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.)

Arrows Valkyrie
Arrows Zap Ice Wizard Electro Wizard
Arrows
Arrows Valkyrie
Zap Arrows Valkyrie
Arrows Zap Ice Wizard
Arrows
Arrows Zap Ice Wizard
Arrows Zap
Goblin Gang Electro Wizard
Zap Arrows Valkyrie Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Zap Arrows Electro Wizard
Zap Arrows Valkyrie
Arrows
Zap Arrows
Zap Arrows Valkyrie Ice Wizard
Arrows Zap Ice Wizard Electro Wizard
Zap Arrows
Zap Arrows
Zap Arrows Ice Wizard Electro Wizard
Zap Electro Wizard
Zap Arrows
Zap Arrows Electro Wizard
Arrows
Zap Electro Wizard Goblin Gang
Zap Arrows Ice Wizard Electro Wizard
Arrows
Goblin Gang Valkyrie Electro Wizard
Arrows Zap
Zap Arrows
Zap Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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