My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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

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.

Skeletons Valkyrie Flying Machine Rune Giant

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Arrows

Punishments

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

Elite Barbarians

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.

Elite Barbarians Valkyrie Flying Machine Rune 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.

Elite Barbarians Valkyrie

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
Skeletons Elite Barbarians
Giant Snowball
Skeletons Flying Machine
Zap
Skeletons Flying Machine
Barbarian Barrel
Skeletons Elite Barbarians Valkyrie
The Log
Skeletons Elite Barbarians
Earthquake
Skeletons
Arrows
Skeletons Flying Machine
Royal Delivery
Skeletons Elite Barbarians Valkyrie Flying Machine
Fireball
Elite Barbarians Flying Machine
Poison
Flying Machine
Lightning
Elite Barbarians Valkyrie
Rocket
Elite Barbarians Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie

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 Rune 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.

Elite Barbarians

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Berserker Arrows Valkyrie Flying Machine Rune Giant Elite Barbarians

Shortest cycle

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

6 Mirror Skeletons Berserker Arrows

Attack Synergies 4 2

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.

Skeletons
Berserker
Rune Giant
Arrows
Elite Barbarians Mirror
Elite Barbarians
Arrows Valkyrie
Valkyrie
Elite Barbarians Flying Machine
Flying Machine
Valkyrie Mirror
Mirror
Arrows Flying Machine
Rune Giant
Berserker

Defense Synergies 2 6

Skeletons
Elite Barbarians Flying Machine
Berserker
Arrows
Mirror Valkyrie
Elite Barbarians
Valkyrie Skeletons
Valkyrie
Elite Barbarians Arrows Flying Machine Mirror
Flying Machine
Skeletons Valkyrie Mirror
Mirror
Arrows Valkyrie Flying Machine
Rune 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.

Valkyrie Flying Machine
Elite Barbarians Skeletons Valkyrie Flying Machine
Skeletons Elite Barbarians Valkyrie
Elite Barbarians Skeletons Valkyrie
Arrows Elite Barbarians Valkyrie
Arrows Skeletons Valkyrie Flying Machine
Arrows Flying Machine
Arrows Valkyrie Flying Machine
Skeletons Elite Barbarians
Elite Barbarians Skeletons Valkyrie
Berserker Valkyrie Skeletons Arrows Flying Machine
Arrows Flying Machine
Skeletons Elite Barbarians Valkyrie Flying Machine
Valkyrie Arrows
Elite Barbarians
Elite Barbarians
Skeletons Arrows Elite Barbarians Valkyrie
Arrows Valkyrie Elite Barbarians Flying Machine
Arrows Valkyrie Flying Machine
Elite Barbarians
Valkyrie Arrows Elite Barbarians Flying Machine
Elite Barbarians

Counters to secondary win conditions

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

Valkyrie Skeletons Elite Barbarians
Arrows Elite Barbarians Valkyrie Flying Machine
Skeletons Elite Barbarians Valkyrie
Valkyrie Elite Barbarians
Skeletons Elite Barbarians Valkyrie
Arrows Skeletons Flying Machine
Skeletons Elite Barbarians Valkyrie Flying Machine
Elite Barbarians Valkyrie
Skeletons Elite Barbarians Valkyrie Flying Machine
Skeletons
Elite Barbarians Valkyrie Flying Machine
Arrows Elite Barbarians Valkyrie
Elite Barbarians Skeletons Valkyrie
Valkyrie Flying Machine
Elite Barbarians Skeletons Valkyrie Flying Machine
Arrows Valkyrie Elite Barbarians Flying Machine
Arrows

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 Flying Machine
Arrows Flying Machine
Arrows Flying Machine
Arrows Valkyrie Flying Machine
Arrows Valkyrie
Arrows Flying Machine
Arrows Flying Machine
Arrows Flying Machine
Arrows Flying Machine
Elite Barbarians
Arrows Valkyrie Flying Machine
Arrows Flying Machine
Flying Machine Elite Barbarians
Arrows Flying Machine
Arrows Elite Barbarians Flying Machine
Arrows Flying Machine
Arrows Flying Machine
Arrows
Arrows Flying Machine
Arrows Valkyrie Flying Machine
Arrows
Arrows Flying Machine
Arrows Valkyrie
Arrows Flying Machine
Arrows Flying Machine
Arrows
Elite Barbarians Arrows Flying Machine
Flying Machine
Elite Barbarians
Arrows
Arrows
Arrows
Flying Machine
Arrows Flying Machine
Arrows
Valkyrie Flying Machine
Arrows Flying Machine
Arrows
Elite Barbarians Flying Machine
Elite Barbarians Flying Machine
Flying Machine
Flying Machine

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