My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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.

Wizard Electro Wizard Inferno Dragon

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 Electro Wizard Inferno Dragon Monk

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Missing

Punishments

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

Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Valkyrie

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 Electro Wizard Graveyard Monk

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
Clone Inferno Dragon Graveyard
Giant Snowball
Clone Inferno Dragon Graveyard
Zap
Clone Inferno Dragon Graveyard
Barbarian Barrel
Valkyrie Wizard Clone Electro Wizard Graveyard
The Log
Clone Graveyard
Earthquake
Clone Graveyard
Arrows
Clone Graveyard
Royal Delivery
Valkyrie Wizard Clone Electro Wizard Inferno Dragon Graveyard
Fireball
Wizard Clone Electro Wizard Inferno Dragon
Poison
Wizard Clone Electro Wizard Graveyard
Lightning
Valkyrie Wizard Electro Wizard Inferno Dragon Monk
Rocket
Valkyrie Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard

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.

Valkyrie Clone Inferno Dragon

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.

Graveyard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Clone Valkyrie Electro Wizard Inferno Dragon Wizard Graveyard Monk

Shortest cycle

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

11 Mirror Clone Valkyrie Electro Wizard

Attack Synergies 2 5

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.

Valkyrie
Graveyard Wizard Electro Wizard
Wizard
Valkyrie
Mirror
Graveyard
Clone
Electro Wizard Inferno Dragon
Electro Wizard
Graveyard Valkyrie Clone
Inferno Dragon
Clone
Graveyard
Valkyrie Electro Wizard Mirror
Monk

Defense Synergies 0 7

Valkyrie
Wizard Mirror Electro Wizard
Wizard
Valkyrie Electro Wizard
Mirror
Valkyrie Electro Wizard Inferno Dragon
Clone
Electro Wizard
Valkyrie Wizard Mirror Inferno Dragon
Inferno Dragon
Mirror Electro Wizard
Graveyard
Monk

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
Inferno Dragon Valkyrie Electro Wizard Monk
Valkyrie Electro Wizard Inferno Dragon
Inferno Dragon Valkyrie Electro Wizard Monk
Valkyrie Monk
Valkyrie Electro Wizard
Electro Wizard Inferno Dragon Wizard
Valkyrie Electro Wizard Monk
Inferno Dragon
Valkyrie Electro Wizard
Valkyrie Electro Wizard Wizard
Inferno Dragon Wizard Electro Wizard
Valkyrie Wizard Electro Wizard
Valkyrie Wizard Electro Wizard
Inferno Dragon Electro Wizard
Monk Electro Wizard Inferno Dragon
Wizard Valkyrie Electro Wizard
Valkyrie Wizard Electro Wizard
Valkyrie Wizard Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Valkyrie Wizard Electro Wizard

Counters to secondary win conditions

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

Valkyrie Electro Wizard
Electro Wizard Valkyrie Wizard Inferno Dragon Monk
Valkyrie Electro Wizard
Valkyrie Electro Wizard Monk
Valkyrie Inferno Dragon
Wizard Electro Wizard Monk
Valkyrie Electro Wizard
Valkyrie Inferno Dragon
Electro Wizard Valkyrie Inferno Dragon Monk
Inferno Dragon
Inferno Dragon Valkyrie
Monk Valkyrie Electro Wizard
Valkyrie Wizard
Wizard Valkyrie
Electro Wizard Valkyrie Inferno Dragon Monk
Valkyrie Wizard Electro Wizard Inferno Dragon
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.)

Valkyrie Monk
Monk Electro Wizard
Valkyrie
Wizard Valkyrie
Wizard Monk
Wizard
Wizard
Monk Wizard
Electro Wizard
Monk Valkyrie Wizard Electro Wizard
Monk Wizard
Monk
Wizard
Wizard
Monk
Wizard Electro Wizard Monk
Valkyrie Wizard Monk
Monk
Wizard
Monk
Monk
Valkyrie Wizard
Inferno Dragon
Wizard Electro Wizard Monk
Wizard Monk
Wizard Electro Wizard
Electro Wizard Wizard
Wizard
Electro Wizard Monk
Wizard Monk
Electro Wizard
Wizard Electro Wizard Monk
Valkyrie Wizard Electro Wizard
Wizard
Monk
Electro Wizard
Electro Wizard
Electro Wizard Monk
Inferno Dragon
Wizard Monk

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