My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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.

Electro Wizard Magic Archer

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 Magic Archer Mega Knight

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

Punishments

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

Elite Barbarians Hog Rider Mega Knight

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 Hog Rider Magic Archer Mega Knight

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 Hog Rider Electro Wizard Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Magic Archer Mega Knight

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 Skeleton Army Mega Knight

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 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.

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.

Zap Skeleton Army Valkyrie Hog Rider Electro Wizard Magic Archer Elite Barbarians Mega Knight

Shortest cycle

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

13 Zap Skeleton Army Valkyrie Hog Rider

Attack Synergies 5 13

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
Elite Barbarians Hog Rider Electro Wizard Valkyrie Magic Archer Mega Knight
Elite Barbarians
Zap Valkyrie Hog Rider Mega Knight
Valkyrie
Elite Barbarians Hog Rider Zap Electro Wizard Magic Archer
Hog Rider
Zap Valkyrie Elite Barbarians Electro Wizard Magic Archer Mega Knight
Skeleton Army
Electro Wizard
Zap Valkyrie Hog Rider Magic Archer Mega Knight
Magic Archer
Zap Valkyrie Hog Rider Electro Wizard Mega Knight
Mega Knight
Zap Elite Barbarians Hog Rider Electro Wizard Magic Archer

Defense Synergies 3 12

Zap
Electro Wizard Mega Knight Elite Barbarians Valkyrie Skeleton Army Magic Archer
Elite Barbarians
Valkyrie Zap Mega Knight
Valkyrie
Elite Barbarians Zap Electro Wizard Magic Archer
Hog Rider
Skeleton Army
Zap Electro Wizard Magic Archer
Electro Wizard
Zap Valkyrie Skeleton Army Magic Archer Mega Knight
Magic Archer
Zap Valkyrie Skeleton Army Electro Wizard Mega Knight
Mega Knight
Zap Elite Barbarians Electro Wizard Magic Archer

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 Valkyrie Electro Wizard Magic Archer
Elite Barbarians Skeleton Army Zap Valkyrie Electro Wizard Mega Knight
Skeleton Army Mega Knight Elite Barbarians Valkyrie Electro Wizard
Elite Barbarians Skeleton Army Valkyrie Electro Wizard Mega Knight
Elite Barbarians Valkyrie Skeleton Army Mega Knight
Skeleton Army Zap Valkyrie Electro Wizard Magic Archer Mega Knight
Electro Wizard Zap Magic Archer
Zap Valkyrie Electro Wizard Magic Archer Mega Knight
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Valkyrie Electro Wizard Mega Knight
Valkyrie Skeleton Army Electro Wizard Zap Magic Archer Mega Knight
Zap Electro Wizard Magic Archer
Skeleton Army Mega Knight Zap Elite Barbarians Valkyrie Electro Wizard
Valkyrie Skeleton Army Mega Knight Zap Electro Wizard Magic Archer
Elite Barbarians Skeleton Army Electro Wizard Mega Knight
Skeleton Army Zap Elite Barbarians Electro Wizard Mega Knight
Mega Knight Elite Barbarians Valkyrie Skeleton Army Electro Wizard
Valkyrie Mega Knight Zap Elite Barbarians Skeleton Army Electro Wizard Magic Archer
Zap Valkyrie Electro Wizard Magic Archer Mega Knight
Elite Barbarians Electro Wizard
Valkyrie Skeleton Army Mega Knight Elite Barbarians Electro Wizard

Counters to secondary win conditions

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

Valkyrie Skeleton Army Mega Knight Zap Elite Barbarians Electro Wizard
Electro Wizard Zap Elite Barbarians Valkyrie Magic Archer Mega Knight
Skeleton Army Mega Knight Zap Elite Barbarians Valkyrie Electro Wizard
Valkyrie Skeleton Army Mega Knight Zap Elite Barbarians Electro Wizard
Elite Barbarians Valkyrie Skeleton Army Mega Knight
Zap Electro Wizard Magic Archer
Skeleton Army Elite Barbarians Valkyrie Electro Wizard
Mega Knight Elite Barbarians Valkyrie Skeleton Army
Zap Electro Wizard Mega Knight Elite Barbarians Valkyrie Skeleton Army Magic Archer
Skeleton Army
Mega Knight Elite Barbarians Valkyrie
Skeleton Army Mega Knight Zap Elite Barbarians Valkyrie Electro Wizard
Elite Barbarians Skeleton Army Mega Knight Valkyrie
Valkyrie Skeleton Army Magic Archer Mega Knight
Elite Barbarians Skeleton Army Electro Wizard Zap Valkyrie Magic Archer
Valkyrie Mega Knight Zap Elite Barbarians Electro Wizard Magic Archer
Zap 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.)

Magic Archer Valkyrie
Zap Electro Wizard Magic Archer
Magic Archer
Valkyrie
Zap Valkyrie Magic Archer Mega Knight
Zap Magic Archer
Magic Archer
Zap Magic Archer
Zap
Elite Barbarians Electro Wizard
Zap Valkyrie Electro Wizard Magic Archer
Zap Magic Archer
Elite Barbarians Magic Archer
Magic Archer
Zap Elite Barbarians Magic Archer
Zap Magic Archer
Magic Archer Mega Knight
Zap Electro Wizard Magic Archer Mega Knight
Zap Valkyrie Magic Archer Mega Knight
Magic Archer Mega Knight
Zap
Zap Valkyrie Magic Archer Mega Knight
Zap Electro Wizard Magic Archer
Zap Magic Archer Mega Knight
Zap Magic Archer
Elite Barbarians Zap Electro Wizard Magic Archer
Zap Electro Wizard
Elite Barbarians
Zap Magic Archer Mega Knight
Zap Electro Wizard Magic Archer
Mega Knight
Magic Archer
Zap Electro Wizard Skeleton Army Magic Archer
Zap Electro Wizard Magic Archer
Valkyrie Electro Wizard Magic Archer Mega Knight
Zap Magic Archer
Zap
Elite Barbarians Mega Knight
Zap Elite Barbarians Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer Mega Knight
Mega Knight

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