My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Flying Machine 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 Flying Machine Wizard Electro Giant

Offensive cards

Win conditions

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

Hog Rider Electro Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Fireball

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.

Fireball

Dropped at the bridge

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

Barbarians Valkyrie Flying Machine Hog Rider Electro Giant

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

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 Flying Machine Hog Rider
Zap
Flying Machine
Barbarian Barrel
Barbarians Valkyrie Wizard
The Log
Barbarians Hog Rider
Earthquake
Barbarians Hog Rider
Arrows
Flying Machine
Royal Delivery
Barbarians Valkyrie Flying Machine Hog Rider Wizard
Fireball
Barbarians Flying Machine Hog Rider Wizard
Poison
Barbarians Flying Machine Wizard
Lightning
Valkyrie Wizard
Rocket
Barbarians Valkyrie Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Valkyrie Wizard Electro Giant

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 Electro Giant

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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 Fireball 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.

Arrows Fireball Valkyrie Flying Machine Hog Rider Barbarians Wizard Electro Giant

Shortest cycle

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

15 Arrows Fireball Valkyrie Flying Machine

Attack Synergies 4 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.

Arrows
Fireball Hog Rider
Barbarians
Hog Rider
Fireball
Arrows Hog Rider
Valkyrie
Hog Rider Flying Machine Wizard
Flying Machine
Valkyrie Hog Rider
Hog Rider
Arrows Fireball Valkyrie Barbarians Flying Machine Wizard
Wizard
Valkyrie Hog Rider
Electro Giant

Defense Synergies 0 6

Arrows
Barbarians Fireball Valkyrie
Barbarians
Arrows
Fireball
Arrows Valkyrie
Valkyrie
Arrows Fireball Flying Machine Wizard
Flying Machine
Valkyrie
Hog Rider
Wizard
Valkyrie
Electro Giant

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.

Fireball Valkyrie Flying Machine Wizard
Barbarians Valkyrie Flying Machine
Barbarians Valkyrie
Barbarians Valkyrie
Arrows Barbarians Fireball Valkyrie
Arrows Fireball Valkyrie Flying Machine
Arrows Fireball Flying Machine Wizard
Arrows Barbarians Fireball Valkyrie Flying Machine Electro Giant
Barbarians
Barbarians Valkyrie
Barbarians Valkyrie Arrows Fireball Flying Machine Wizard Electro Giant
Arrows Fireball Flying Machine Wizard
Barbarians Fireball Valkyrie Flying Machine Wizard
Fireball Valkyrie Wizard Arrows Barbarians
Barbarians
Barbarians Fireball Electro Giant
Barbarians Wizard Arrows Fireball Valkyrie
Arrows Fireball Barbarians Valkyrie Flying Machine Wizard
Arrows Valkyrie Wizard Barbarians Fireball Flying Machine
Barbarians
Valkyrie Wizard Arrows Barbarians Fireball Flying Machine Electro Giant

Counters to secondary win conditions

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

Barbarians Valkyrie Fireball Electro Giant
Fireball Arrows Valkyrie Flying Machine Wizard
Barbarians Valkyrie
Valkyrie Barbarians Fireball
Barbarians Valkyrie
Arrows Fireball Wizard Electro Giant Flying Machine
Barbarians Fireball Valkyrie Flying Machine
Barbarians Valkyrie
Barbarians Fireball Valkyrie Flying Machine
Barbarians
Barbarians Valkyrie Flying Machine
Arrows Barbarians Fireball Valkyrie Electro Giant
Barbarians Fireball Valkyrie Wizard
Wizard Barbarians Fireball Valkyrie Flying Machine Electro Giant
Barbarians Electro Giant Fireball Valkyrie Flying Machine
Arrows Valkyrie Barbarians Fireball Flying Machine Wizard Electro Giant

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.)

Fireball Arrows Valkyrie Flying Machine
Arrows Fireball Flying Machine
Arrows Fireball Flying Machine
Arrows Barbarians Fireball Valkyrie Flying Machine
Fireball Wizard Arrows Valkyrie
Arrows Fireball Wizard Electro Giant Flying Machine
Arrows Flying Machine Wizard
Arrows Fireball Flying Machine Wizard
Arrows Fireball Flying Machine Wizard
Fireball
Arrows Fireball Valkyrie Flying Machine Wizard
Fireball Arrows Flying Machine Wizard
Flying Machine Fireball
Arrows Fireball Flying Machine
Arrows Fireball Flying Machine
Arrows Fireball Flying Machine Wizard
Arrows Fireball Flying Machine Wizard
Arrows Fireball
Arrows Fireball Flying Machine Wizard
Arrows Fireball Valkyrie Flying Machine Wizard Electro Giant
Fireball
Arrows Fireball Wizard
Arrows Barbarians Fireball Flying Machine
Arrows Electro Giant Fireball Valkyrie Wizard
Arrows Fireball Flying Machine Wizard
Fireball Arrows Flying Machine Wizard
Fireball Arrows
Arrows Fireball Flying Machine Wizard Electro Giant
Fireball Flying Machine Wizard Electro Giant
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Barbarians Fireball Flying Machine
Fireball Arrows Flying Machine Wizard
Arrows Fireball
Fireball Valkyrie Flying Machine Wizard
Arrows Fireball Flying Machine Wizard
Arrows Fireball Electro Giant
Flying Machine
Electro Giant Fireball Flying Machine
Fireball Flying Machine
Fireball Flying Machine Electro Giant

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