My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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.

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.

Archers Ice 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.

Archers Valkyrie Giant Ice Wizard Magic Archer

Offensive cards

Win conditions

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

Giant

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 Giant

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 Giant Magic Archer

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 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
Archers Elite Barbarians Giant Guards
Giant Snowball
Archers Guards
Zap
Archers Guards
Barbarian Barrel
Archers Elite Barbarians Valkyrie Guards Ice Wizard Magic Archer
The Log
Archers Elite Barbarians Guards
Earthquake
Archers Guards
Arrows
Archers Guards
Royal Delivery
Archers Elite Barbarians Valkyrie Guards Ice Wizard Magic Archer
Fireball
Archers Elite Barbarians Ice Wizard Magic Archer
Poison
Archers Guards Ice Wizard Magic Archer
Lightning
Elite Barbarians Valkyrie Ice Wizard Magic Archer
Rocket
Elite Barbarians Valkyrie Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Ice Wizard Magic Archer

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 Guards Ice Wizard

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

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.

Ice 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.

Zap Archers Guards Ice Wizard Valkyrie Magic Archer Giant Elite Barbarians

Shortest cycle

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

11 Zap Archers Guards Ice Wizard

Attack Synergies 4 12

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 Giant Archers Valkyrie Guards Ice Wizard Magic Archer
Archers
Valkyrie Zap Elite Barbarians Giant
Elite Barbarians
Zap Valkyrie Archers
Valkyrie
Archers Elite Barbarians Zap Giant Magic Archer
Giant
Zap Archers Valkyrie Guards Ice Wizard Magic Archer
Guards
Zap Giant
Ice Wizard
Zap Giant
Magic Archer
Zap Valkyrie Giant

Defense Synergies 2 12

Zap
Archers Elite Barbarians Valkyrie Guards Ice Wizard Magic Archer
Archers
Valkyrie Zap Guards Ice Wizard
Elite Barbarians
Valkyrie Zap
Valkyrie
Archers Elite Barbarians Zap Ice Wizard Magic Archer
Giant
Guards
Zap Archers Ice Wizard Magic Archer
Ice Wizard
Zap Archers Valkyrie Guards
Magic Archer
Zap Valkyrie Guards

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 Magic Archer
Elite Barbarians Zap Valkyrie Ice Wizard
Archers Elite Barbarians Valkyrie Ice Wizard
Elite Barbarians Valkyrie Guards Ice Wizard
Elite Barbarians Valkyrie
Zap Archers Valkyrie Guards Ice Wizard Magic Archer
Zap Archers Ice Wizard Magic Archer
Zap Valkyrie Magic Archer
Elite Barbarians Ice Wizard
Elite Barbarians Guards Archers Valkyrie Ice Wizard
Archers Valkyrie Guards Ice Wizard Zap Magic Archer
Zap Archers Ice Wizard Magic Archer
Zap Elite Barbarians Valkyrie Guards Ice Wizard
Valkyrie Zap Guards Magic Archer
Elite Barbarians
Zap Elite Barbarians
Elite Barbarians Valkyrie
Valkyrie Zap Archers Elite Barbarians Guards Ice Wizard Magic Archer
Zap Valkyrie Archers Guards Ice Wizard Magic Archer
Elite Barbarians
Valkyrie Archers Elite Barbarians Guards

Counters to secondary win conditions

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

Valkyrie Guards Zap Archers Elite Barbarians
Zap Archers Elite Barbarians Valkyrie Magic Archer
Guards Zap Elite Barbarians Valkyrie
Valkyrie Guards Zap Elite Barbarians
Elite Barbarians Valkyrie Guards
Zap Archers Ice Wizard Magic Archer
Guards Archers Elite Barbarians Valkyrie Ice Wizard
Elite Barbarians Valkyrie
Zap Elite Barbarians Valkyrie Magic Archer
Guards
Elite Barbarians Valkyrie Guards
Zap Elite Barbarians Valkyrie Guards
Elite Barbarians Valkyrie Guards
Archers Valkyrie Magic Archer
Elite Barbarians Guards Zap Archers Valkyrie Magic Archer
Valkyrie Zap Archers Elite Barbarians Ice Wizard Magic Archer
Zap Ice 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 Guards
Zap Ice Wizard Magic Archer
Magic Archer
Valkyrie Guards
Zap Valkyrie Magic Archer
Zap Ice Wizard Magic Archer
Archers Magic Archer
Zap Ice Wizard Magic Archer
Zap
Elite Barbarians Guards
Zap Valkyrie Magic Archer
Zap Archers Magic Archer
Elite Barbarians Magic Archer
Magic Archer
Zap Elite Barbarians Magic Archer
Zap Magic Archer
Magic Archer
Zap Archers Magic Archer
Zap Valkyrie Magic Archer
Magic Archer
Zap
Zap Valkyrie Ice Wizard Magic Archer
Zap Ice Wizard Magic Archer
Zap Magic Archer
Zap Magic Archer
Elite Barbarians Zap Archers Ice Wizard Magic Archer
Zap Guards
Elite Barbarians
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Archers Guards Magic Archer
Zap Archers Ice Wizard Magic Archer
Valkyrie Magic Archer
Zap Magic Archer
Zap
Elite Barbarians
Zap Elite Barbarians Guards Magic Archer
Zap Magic Archer
Zap Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: