My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Bad

1 problems 4 warnings Why?

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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 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.

Archers Valkyrie Electro Wizard Lumberjack

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.

Arrows Rage Freeze

Punishments

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

Lumberjack

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 Lumberjack

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 Electro Wizard Lumberjack

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
Archers
Giant Snowball
Archers Lumberjack
Zap
Archers
Barbarian Barrel
Archers Valkyrie Electro Wizard Lumberjack
The Log
Archers Lumberjack
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Valkyrie Electro Wizard Lumberjack
Fireball
Archers Electro Wizard Lumberjack
Poison
Archers Electro Wizard
Lightning
Valkyrie Electro Wizard Lumberjack
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Freeze

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.

Arrows Valkyrie Rage 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Rage Archers Arrows Valkyrie Freeze Electro Wizard Lumberjack

Shortest cycle

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

8 Mirror Rage Archers Arrows

Attack Synergies 3 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.

Archers
Valkyrie Arrows Lumberjack
Arrows
Mirror Archers Freeze Lumberjack
Valkyrie
Archers Lumberjack Electro Wizard
Mirror
Arrows Freeze Lumberjack
Rage
Electro Wizard
Freeze
Arrows Mirror
Electro Wizard
Valkyrie Rage Lumberjack
Lumberjack
Valkyrie Archers Arrows Mirror Electro Wizard

Defense Synergies 2 13

Archers
Valkyrie Electro Wizard Lumberjack
Arrows
Mirror Valkyrie Lumberjack
Valkyrie
Archers Arrows Mirror Freeze Electro Wizard Lumberjack
Mirror
Arrows Valkyrie Electro Wizard Lumberjack
Rage
Freeze
Valkyrie Electro Wizard Lumberjack
Electro Wizard
Archers Valkyrie Mirror Freeze Lumberjack
Lumberjack
Archers Arrows Valkyrie Mirror Freeze 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.

Valkyrie Electro Wizard
Lumberjack Valkyrie Electro Wizard
Lumberjack Archers Valkyrie Freeze Electro Wizard
Lumberjack Valkyrie Electro Wizard
Arrows Valkyrie Lumberjack
Arrows Freeze Archers Valkyrie Electro Wizard Lumberjack
Electro Wizard Archers Arrows Freeze
Arrows Valkyrie Electro Wizard
Lumberjack
Archers Valkyrie Electro Wizard Lumberjack
Archers Valkyrie Electro Wizard Arrows Freeze Lumberjack
Arrows Archers Electro Wizard
Lumberjack Valkyrie Freeze Electro Wizard
Valkyrie Arrows Freeze Electro Wizard Lumberjack
Electro Wizard Lumberjack
Freeze Electro Wizard Lumberjack
Arrows Valkyrie Electro Wizard Lumberjack
Arrows Valkyrie Archers Electro Wizard Lumberjack
Arrows Valkyrie Freeze Archers Electro Wizard Lumberjack
Electro Wizard Lumberjack
Valkyrie Archers Arrows Electro Wizard Lumberjack
Lumberjack

Counters to secondary win conditions

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

Valkyrie Lumberjack Archers Electro Wizard
Electro Wizard Archers Arrows Valkyrie Lumberjack
Lumberjack Valkyrie Electro Wizard
Valkyrie Lumberjack Electro Wizard
Valkyrie Lumberjack
Arrows Archers Freeze Electro Wizard
Archers Valkyrie Electro Wizard Lumberjack
Valkyrie Lumberjack
Freeze Electro Wizard Valkyrie
Valkyrie Lumberjack
Arrows Valkyrie Electro Wizard
Valkyrie Lumberjack
Archers Valkyrie
Electro Wizard Archers Valkyrie Freeze Lumberjack
Arrows Valkyrie Archers Freeze Electro Wizard
Arrows 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 Freeze
Arrows Electro Wizard
Arrows
Arrows Valkyrie Freeze
Arrows Valkyrie
Arrows Freeze
Archers Arrows
Arrows Freeze
Arrows
Electro Wizard Lumberjack
Arrows Valkyrie Electro Wizard
Archers Arrows
Arrows Freeze
Arrows
Arrows
Arrows
Arrows Freeze
Archers Arrows Electro Wizard
Arrows Valkyrie
Arrows
Arrows
Arrows Freeze Valkyrie
Arrows Electro Wizard
Arrows
Arrows
Archers Arrows Electro Wizard
Electro Wizard Freeze
Arrows
Arrows Freeze Electro Wizard
Arrows
Electro Wizard Archers Freeze
Archers Arrows Electro Wizard
Freeze
Arrows
Valkyrie Electro Wizard Lumberjack
Arrows
Arrows
Freeze Electro Wizard
Electro Wizard
Freeze Electro Wizard

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