My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

Zappies

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.

Ice Spirit Suspicious Bush Valkyrie Zappies

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows Rage

Punishments

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

Wall Breakers

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.

Ice Spirit Barbarians Valkyrie Wall Breakers

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

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
Giant Snowball
Barbarians Zappies Wall Breakers
Zap
Zappies Wall Breakers
Barbarian Barrel
Ice Spirit Barbarians Valkyrie Zappies Wall Breakers
The Log
Ice Spirit Barbarians Suspicious Bush Zappies Wall Breakers
Earthquake
Barbarians Zappies
Arrows
Ice Spirit Suspicious Bush Zappies Wall Breakers
Royal Delivery
Ice Spirit Barbarians Valkyrie Zappies Wall Breakers
Fireball
Barbarians Suspicious Bush Zappies Wall Breakers
Poison
Barbarians Suspicious Bush Zappies
Lightning
Valkyrie
Rocket
Barbarians Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows 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.

Ice Spirit Arrows Suspicious Bush Valkyrie Rage

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 Spirit Barbarians

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.

Ice Spirit Suspicious Bush Wall Breakers Rage Arrows Valkyrie Zappies Barbarians

Shortest cycle

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

7 Ice Spirit Suspicious Bush Wall Breakers Rage

Attack Synergies 2 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.

Ice Spirit
Valkyrie Barbarians Wall Breakers
Arrows
Wall Breakers
Barbarians
Ice Spirit
Suspicious Bush
Valkyrie
Ice Spirit Wall Breakers Zappies
Zappies
Valkyrie Wall Breakers Rage
Wall Breakers
Valkyrie Ice Spirit Arrows Zappies
Rage
Zappies

Defense Synergies 0 7

Ice Spirit
Barbarians Valkyrie Zappies
Arrows
Barbarians Valkyrie
Barbarians
Ice Spirit Arrows Zappies
Suspicious Bush
Valkyrie
Ice Spirit Arrows Zappies
Zappies
Ice Spirit Barbarians Valkyrie
Wall Breakers
Rage

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 Zappies
Barbarians Ice Spirit Valkyrie Zappies
Barbarians Valkyrie Zappies
Barbarians Valkyrie Zappies
Arrows Barbarians Valkyrie
Arrows Valkyrie Zappies
Ice Spirit Arrows Zappies
Arrows Barbarians Valkyrie
Barbarians Zappies
Ice Spirit Barbarians Valkyrie Zappies
Barbarians Valkyrie Arrows Zappies
Arrows Zappies
Barbarians Ice Spirit Valkyrie Zappies
Valkyrie Ice Spirit Arrows Barbarians Zappies
Barbarians Zappies
Barbarians Ice Spirit Zappies
Barbarians Arrows Valkyrie Zappies
Ice Spirit Arrows Valkyrie Barbarians Zappies
Arrows Valkyrie Ice Spirit Barbarians Zappies
Barbarians Zappies
Valkyrie Arrows Barbarians Zappies
Zappies

Counters to secondary win conditions

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

Barbarians Valkyrie Zappies
Arrows Valkyrie
Barbarians Zappies Ice Spirit Valkyrie
Valkyrie Barbarians Zappies
Barbarians Valkyrie Zappies
Arrows Ice Spirit Zappies
Barbarians Valkyrie Zappies
Barbarians Valkyrie Zappies
Ice Spirit Barbarians Valkyrie Zappies
Barbarians Zappies
Barbarians Valkyrie Zappies
Arrows Barbarians Valkyrie
Barbarians Valkyrie Zappies
Barbarians Valkyrie Zappies
Barbarians Zappies Ice Spirit Valkyrie
Arrows Valkyrie Barbarians Zappies
Arrows

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
Arrows
Arrows Barbarians Valkyrie
Arrows Valkyrie
Arrows Ice Spirit
Arrows
Arrows Ice Spirit
Arrows
Arrows Valkyrie
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Valkyrie
Arrows
Arrows Barbarians
Arrows Ice Spirit Valkyrie
Arrows
Arrows
Arrows
Arrows
Ice Spirit Zappies
Arrows
Ice Spirit Arrows Zappies
Arrows
Ice Spirit Barbarians Zappies
Arrows Zappies
Arrows
Valkyrie
Arrows
Arrows
Ice Spirit Zappies
Zappies

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