My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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.

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.

Wizard 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 Wizard Balloon Electro Wizard

Offensive cards

Win conditions

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

Wall Breakers Balloon

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.

Wall Breakers Balloon

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.

Electro Spirit Valkyrie Wall Breakers Balloon

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.

Electro Spirit Valkyrie Balloon 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
Wall Breakers Skeleton Army Balloon
Giant Snowball
Wall Breakers Skeleton Army Balloon
Zap
Wall Breakers Skeleton Army Balloon
Barbarian Barrel
Electro Spirit Valkyrie Wizard Wall Breakers Skeleton Army Electro Wizard
The Log
Electro Spirit Wall Breakers Skeleton Army
Earthquake
Skeleton Army
Arrows
Electro Spirit Wall Breakers Skeleton Army
Royal Delivery
Electro Spirit Valkyrie Wizard Wall Breakers Skeleton Army Balloon Electro Wizard
Fireball
Wizard Wall Breakers Skeleton Army Balloon Electro Wizard
Poison
Wizard Skeleton Army Balloon Electro Wizard
Lightning
Valkyrie Wizard Balloon Electro Wizard
Rocket
Valkyrie Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Valkyrie Wizard

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.

Electro Spirit Arrows Valkyrie 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.

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.

Wizard 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.

Electro Spirit Wall Breakers Arrows Skeleton Army Valkyrie Electro Wizard Wizard Balloon

Shortest cycle

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

9 Electro Spirit Wall Breakers Arrows Skeleton Army

Attack Synergies 3 9

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.

Electro Spirit
Wall Breakers Balloon
Arrows
Balloon Wall Breakers
Valkyrie
Wall Breakers Balloon Wizard Electro Wizard
Wizard
Valkyrie Balloon
Wall Breakers
Valkyrie Electro Spirit Arrows Balloon Electro Wizard
Skeleton Army
Balloon
Arrows Valkyrie Electro Spirit Wizard Wall Breakers Electro Wizard
Electro Wizard
Valkyrie Wall Breakers Balloon

Defense Synergies 0 7

Electro Spirit
Electro Wizard
Arrows
Valkyrie
Valkyrie
Arrows Wizard Electro Wizard
Wizard
Valkyrie Skeleton Army Electro Wizard
Wall Breakers
Skeleton Army
Wizard Electro Wizard
Balloon
Electro Wizard
Electro Spirit Valkyrie Wizard 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.

Valkyrie Wizard Electro Wizard
Skeleton Army Valkyrie Electro Wizard
Skeleton Army Valkyrie Electro Wizard
Skeleton Army Valkyrie Electro Wizard
Arrows Valkyrie Skeleton Army
Arrows Skeleton Army Electro Spirit Valkyrie Electro Wizard
Electro Wizard Electro Spirit Arrows Wizard
Electro Spirit Arrows Valkyrie Electro Wizard
Skeleton Army
Skeleton Army Valkyrie Electro Wizard
Valkyrie Skeleton Army Electro Wizard Electro Spirit Arrows Wizard
Arrows Wizard Electro Wizard
Skeleton Army Valkyrie Wizard Electro Wizard
Valkyrie Wizard Skeleton Army Electro Spirit Arrows Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Electro Wizard
Wizard Arrows Valkyrie Skeleton Army Electro Wizard
Arrows Valkyrie Electro Spirit Wizard Skeleton Army Electro Wizard
Arrows Valkyrie Wizard Electro Spirit Electro Wizard
Electro Wizard
Valkyrie Wizard Skeleton Army Electro Spirit Arrows Electro Wizard
Skeleton Army

Counters to secondary win conditions

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

Valkyrie Skeleton Army Electro Wizard
Electro Wizard Arrows Valkyrie Wizard
Skeleton Army Valkyrie Electro Wizard
Valkyrie Skeleton Army Electro Wizard
Valkyrie Skeleton Army
Arrows Wizard Electro Spirit Electro Wizard
Skeleton Army Valkyrie Electro Wizard
Valkyrie Skeleton Army
Electro Wizard Electro Spirit Valkyrie Skeleton Army
Skeleton Army
Valkyrie
Skeleton Army Arrows Valkyrie Electro Wizard
Skeleton Army Valkyrie Wizard
Wizard Valkyrie Skeleton Army
Skeleton Army Electro Wizard Electro Spirit Valkyrie
Arrows Valkyrie Electro Spirit Wizard Electro Wizard
Electro Spirit Arrows 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.)

Arrows Valkyrie
Arrows Electro Wizard
Arrows
Arrows Valkyrie
Wizard Arrows Valkyrie
Arrows Wizard Electro Spirit
Arrows Wizard
Arrows Wizard
Arrows Wizard
Electro Wizard
Arrows Valkyrie Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Arrows Valkyrie Wizard
Arrows Wizard
Arrows
Arrows Electro Spirit Valkyrie Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Electro Wizard Electro Spirit Wizard
Arrows Wizard
Electro Spirit Arrows Electro Wizard
Arrows Wizard
Electro Wizard Electro Spirit Skeleton Army
Arrows Wizard Electro Wizard
Arrows
Valkyrie Wizard Electro Wizard
Arrows Wizard
Arrows
Electro Spirit Electro Wizard
Electro Wizard
Electro Wizard
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: