My Best Clash Royale Deck

Deck Check Rating

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

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.

Minions 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.

Valkyrie 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.

Fireball Rage

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 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
Minions Hog Rider Skeleton Army
Giant Snowball
Minions Barbarians Hog Rider Skeleton Army
Zap
Minions Skeleton Army
Barbarian Barrel
Barbarians Valkyrie Skeleton Army Electro Wizard
The Log
Barbarians Hog Rider Skeleton Army
Earthquake
Barbarians Hog Rider Skeleton Army
Arrows
Minions Skeleton Army
Royal Delivery
Minions Barbarians Valkyrie Hog Rider Skeleton Army Electro Wizard
Fireball
Minions Barbarians Hog Rider Skeleton Army Electro Wizard
Poison
Minions Barbarians Skeleton Army Electro Wizard
Lightning
Valkyrie Electro Wizard
Rocket
Barbarians Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie

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.

Valkyrie Rage Skeleton Army

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 Skeleton Army

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.

Minions Barbarians Fireball 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.

Rage Minions Skeleton Army Fireball Valkyrie Hog Rider Electro Wizard Barbarians

Shortest cycle

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

12 Rage Minions Skeleton Army Fireball

Attack Synergies 5 6

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.

Minions
Hog Rider Rage Valkyrie
Barbarians
Hog Rider
Fireball
Hog Rider Electro Wizard
Valkyrie
Hog Rider Minions Electro Wizard
Hog Rider
Minions Fireball Valkyrie Rage Barbarians Electro Wizard
Rage
Minions Hog Rider Electro Wizard
Skeleton Army
Electro Wizard
Fireball Valkyrie Hog Rider Rage

Defense Synergies 1 6

Minions
Valkyrie Electro Wizard
Barbarians
Skeleton Army
Fireball
Valkyrie Electro Wizard
Valkyrie
Minions Fireball Electro Wizard
Hog Rider
Rage
Skeleton Army
Barbarians Electro Wizard
Electro Wizard
Minions Fireball Valkyrie Skeleton Army

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.

Minions Fireball Valkyrie Electro Wizard
Barbarians Skeleton Army Minions Valkyrie Electro Wizard
Barbarians Skeleton Army Minions Valkyrie Electro Wizard
Barbarians Skeleton Army Minions Valkyrie Electro Wizard
Barbarians Fireball Valkyrie Skeleton Army
Fireball Skeleton Army Minions Valkyrie Electro Wizard
Minions Electro Wizard Fireball
Barbarians Fireball Valkyrie Electro Wizard
Barbarians Minions Skeleton Army
Skeleton Army Barbarians Valkyrie Electro Wizard
Minions Barbarians Valkyrie Skeleton Army Electro Wizard Fireball
Minions Fireball Electro Wizard
Barbarians Skeleton Army Minions Fireball Valkyrie Electro Wizard
Fireball Valkyrie Skeleton Army Minions Barbarians Electro Wizard
Barbarians Skeleton Army Electro Wizard
Barbarians Skeleton Army Fireball Electro Wizard
Barbarians Minions Fireball Valkyrie Skeleton Army Electro Wizard
Fireball Minions Barbarians Valkyrie Skeleton Army Electro Wizard
Valkyrie Minions Barbarians Fireball Electro Wizard
Barbarians Electro Wizard
Valkyrie Skeleton Army Minions Barbarians Fireball Electro Wizard

Counters to secondary win conditions

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

Barbarians Valkyrie Skeleton Army Fireball Electro Wizard
Fireball Electro Wizard Valkyrie
Barbarians Skeleton Army Minions Valkyrie Electro Wizard
Valkyrie Skeleton Army Barbarians Fireball Electro Wizard
Barbarians Valkyrie Skeleton Army
Fireball Minions Electro Wizard
Skeleton Army Minions Barbarians Fireball Valkyrie Electro Wizard
Barbarians Valkyrie Skeleton Army
Electro Wizard Minions Barbarians Fireball Valkyrie Skeleton Army
Barbarians Skeleton Army
Minions Barbarians Valkyrie
Skeleton Army Barbarians Fireball Valkyrie Electro Wizard
Barbarians Skeleton Army Fireball Valkyrie
Barbarians Fireball Valkyrie Skeleton Army
Barbarians Skeleton Army Electro Wizard Minions Fireball Valkyrie
Minions Valkyrie Barbarians Fireball Electro Wizard
Fireball

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 Valkyrie
Fireball Electro Wizard
Fireball
Barbarians Fireball Valkyrie
Fireball Valkyrie
Fireball Minions
Fireball
Fireball
Minions Fireball Electro Wizard
Fireball Valkyrie Electro Wizard
Fireball
Fireball
Minions Fireball
Fireball
Fireball
Fireball
Fireball
Minions
Fireball Electro Wizard
Fireball Valkyrie
Minions Fireball
Fireball
Barbarians Fireball
Fireball Valkyrie
Fireball Electro Wizard
Fireball
Fireball
Fireball Electro Wizard
Electro Wizard Minions Fireball
Fireball
Fireball
Fireball Electro Wizard
Fireball
Electro Wizard Minions Barbarians Fireball Skeleton Army
Fireball Electro Wizard
Fireball
Fireball Valkyrie Electro Wizard
Fireball
Fireball
Minions Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard

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