My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Baby Dragon 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.

Knight Valkyrie Baby Dragon Magic Archer

Offensive cards

Win conditions

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

Hog Rider Royal Hogs

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.

Hog Rider Royal Hogs

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.

Knight Valkyrie Hog Rider Royal Hogs Baby Dragon 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.

Valkyrie Hog Rider Royal Hogs 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
Hog Rider Royal Hogs
Giant Snowball
Hog Rider Royal Hogs Baby Dragon
Zap
Royal Hogs
Barbarian Barrel
Knight Valkyrie Royal Hogs Magic Archer
The Log
Hog Rider Royal Hogs
Earthquake
Hog Rider Royal Hogs
Arrows
Royal Hogs
Royal Delivery
Knight Valkyrie Hog Rider Royal Hogs Baby Dragon Magic Archer
Fireball
Hog Rider Royal Hogs Baby Dragon Magic Archer
Poison
Royal Hogs Magic Archer
Lightning
Knight Valkyrie Baby Dragon Magic Archer
Rocket
Valkyrie Hog Rider Royal Hogs Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Baby Dragon Magic Archer

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.

Arrows Knight Valkyrie Rage Baby Dragon

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.

Rage Arrows Knight Valkyrie Hog Rider Baby Dragon Magic Archer Royal Hogs

Shortest cycle

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

12 Rage Arrows Knight Valkyrie

Attack Synergies 6 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.

Arrows
Hog Rider Royal Hogs Knight
Knight
Hog Rider Baby Dragon Arrows Royal Hogs Magic Archer
Valkyrie
Hog Rider Royal Hogs Baby Dragon Magic Archer
Hog Rider
Arrows Knight Valkyrie Rage Baby Dragon Magic Archer
Royal Hogs
Arrows Knight Valkyrie Magic Archer
Rage
Hog Rider
Baby Dragon
Knight Valkyrie Hog Rider
Magic Archer
Knight Valkyrie Hog Rider Royal Hogs

Defense Synergies 1 5

Arrows
Knight Valkyrie
Knight
Magic Archer Arrows Baby Dragon
Valkyrie
Arrows Baby Dragon Magic Archer
Hog Rider
Royal Hogs
Rage
Baby Dragon
Knight Valkyrie
Magic Archer
Knight Valkyrie

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.

Knight Valkyrie Baby Dragon Magic Archer
Knight Valkyrie
Knight Valkyrie
Knight Valkyrie
Arrows Valkyrie
Arrows Valkyrie Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Valkyrie Baby Dragon Magic Archer
Knight Valkyrie
Valkyrie Arrows Knight Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Knight Valkyrie
Valkyrie Arrows Baby Dragon Magic Archer
Knight
Arrows Knight Valkyrie
Arrows Valkyrie Knight Baby Dragon Magic Archer
Arrows Valkyrie Baby Dragon Knight Magic Archer
Valkyrie Arrows Knight Baby Dragon

Counters to secondary win conditions

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

Knight Valkyrie
Arrows Knight Valkyrie Baby Dragon Magic Archer
Knight Valkyrie
Valkyrie Knight
Knight Valkyrie
Arrows Baby Dragon Magic Archer
Knight Valkyrie
Knight Valkyrie
Knight Valkyrie Baby Dragon Magic Archer
Knight Valkyrie
Arrows Valkyrie
Knight Valkyrie
Valkyrie Baby Dragon Magic Archer
Knight Valkyrie Baby Dragon Magic Archer
Arrows Valkyrie Baby Dragon Magic Archer
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.)

Magic Archer Arrows Knight Valkyrie Baby Dragon
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Knight Valkyrie
Arrows Valkyrie Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows
Arrows Knight Valkyrie Magic Archer
Arrows Baby Dragon Magic Archer
Knight Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Magic Archer Arrows Baby Dragon
Arrows
Arrows Baby Dragon Magic Archer
Arrows Valkyrie Baby Dragon Magic Archer
Baby Dragon Magic Archer
Arrows
Arrows Baby Dragon
Arrows Valkyrie Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Magic Archer
Arrows Baby Dragon Magic Archer
Arrows
Knight Valkyrie Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows
Baby Dragon Magic Archer
Magic Archer
Baby Dragon Magic Archer

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