My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Bomber Royal Giant Valkyrie Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Earthquake

Punishments

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

Royal Giant Lumberjack

Pump responses

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

Earthquake

Dropped at the bridge

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

Electro Spirit Royal Giant Valkyrie Lumberjack

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 Electro Wizard Lumberjack

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
Bomber Royal Giant
Giant Snowball
Bomber Lumberjack
Zap
Bomber Royal Giant
Barbarian Barrel
Electro Spirit Bomber Valkyrie Electro Wizard Lumberjack
The Log
Electro Spirit Bomber Royal Giant Lumberjack
Earthquake
Bomber
Arrows
Electro Spirit Bomber
Royal Delivery
Electro Spirit Bomber Valkyrie Electro Wizard Lumberjack
Fireball
Bomber Electro Wizard Lumberjack
Poison
Bomber Electro Wizard
Lightning
Valkyrie Electro Wizard Lumberjack
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Arrows Earthquake Valkyrie

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.

Electro Spirit Arrows Valkyrie

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.

Royal Giant

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bomber Arrows Earthquake Valkyrie Electro Wizard Lumberjack Royal Giant

Shortest cycle

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

9 Electro Spirit Bomber Arrows Earthquake

Attack Synergies 4 10

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
Royal Giant Lumberjack
Bomber
Royal Giant Valkyrie Lumberjack
Arrows
Royal Giant Earthquake Lumberjack
Royal Giant
Bomber Arrows Earthquake Electro Spirit Electro Wizard Lumberjack
Earthquake
Royal Giant Arrows
Valkyrie
Lumberjack Bomber Electro Wizard
Electro Wizard
Royal Giant Valkyrie Lumberjack
Lumberjack
Valkyrie Electro Spirit Bomber Arrows Royal Giant Electro Wizard

Defense Synergies 0 9

Electro Spirit
Electro Wizard Lumberjack
Bomber
Valkyrie Electro Wizard
Arrows
Valkyrie Lumberjack
Royal Giant
Earthquake
Valkyrie
Bomber Arrows Electro Wizard Lumberjack
Electro Wizard
Electro Spirit Bomber Valkyrie Lumberjack
Lumberjack
Electro Spirit Arrows Valkyrie Electro Wizard

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.

Earthquake Bomber Valkyrie Electro Wizard
Lumberjack Valkyrie Electro Wizard
Lumberjack Bomber Valkyrie Electro Wizard
Lumberjack Valkyrie Electro Wizard
Bomber Arrows Earthquake Valkyrie Lumberjack
Arrows Electro Spirit Bomber Earthquake Valkyrie Electro Wizard Lumberjack
Electro Wizard Electro Spirit Arrows
Earthquake Electro Spirit Arrows Valkyrie Electro Wizard
Lumberjack
Bomber Valkyrie Electro Wizard Lumberjack
Valkyrie Electro Wizard Electro Spirit Bomber Arrows Earthquake Lumberjack
Arrows Electro Wizard
Lumberjack Bomber Earthquake Valkyrie Electro Wizard
Bomber Valkyrie Electro Spirit Arrows Earthquake Electro Wizard Lumberjack
Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bomber Arrows Valkyrie Electro Wizard Lumberjack
Arrows Valkyrie Electro Spirit Bomber Electro Wizard Lumberjack
Arrows Earthquake Valkyrie Electro Spirit Bomber Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bomber Valkyrie Electro Spirit Arrows Earthquake Electro Wizard Lumberjack

Counters to secondary win conditions

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

Valkyrie Lumberjack Electro Wizard
Electro Wizard Bomber Arrows Valkyrie Lumberjack
Lumberjack Valkyrie Electro Wizard
Valkyrie Lumberjack Electro Wizard
Valkyrie Lumberjack
Arrows Electro Spirit Electro Wizard
Valkyrie Electro Wizard Lumberjack
Valkyrie Lumberjack
Electro Wizard Electro Spirit Valkyrie
Valkyrie Lumberjack
Arrows Valkyrie Electro Wizard
Valkyrie Lumberjack
Bomber Valkyrie
Electro Wizard Electro Spirit Bomber Valkyrie Lumberjack
Arrows Valkyrie Electro Spirit Bomber Earthquake Electro Wizard
Electro Spirit Bomber 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.)

Earthquake Arrows Valkyrie
Arrows Electro Wizard
Earthquake Arrows
Earthquake Arrows Valkyrie
Bomber Arrows Earthquake Valkyrie
Arrows Electro Spirit
Bomber Arrows Earthquake
Arrows Earthquake
Arrows
Electro Wizard Lumberjack
Arrows Earthquake Valkyrie Electro Wizard
Arrows
Earthquake
Earthquake Arrows
Earthquake Arrows
Earthquake Bomber Arrows
Earthquake Arrows
Arrows Earthquake
Bomber
Bomber Arrows Earthquake Electro Wizard
Bomber Arrows Earthquake Valkyrie
Earthquake
Arrows
Earthquake Arrows
Arrows Earthquake Electro Spirit Bomber Valkyrie
Arrows Earthquake Electro Wizard
Arrows
Arrows
Arrows Electro Wizard
Electro Wizard Electro Spirit
Bomber Arrows Earthquake
Electro Spirit Arrows Electro Wizard
Arrows Earthquake
Earthquake Electro Wizard Electro Spirit
Arrows Electro Wizard
Arrows
Valkyrie Electro Wizard Lumberjack
Arrows Bomber Earthquake
Arrows
Electro Spirit Electro Wizard
Electro Wizard
Electro Wizard

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