My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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

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 Giant Wizard Prince Fisherman Electro Wizard

Offensive cards

Win conditions

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

Giant

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.

Giant Prince

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.

Valkyrie Giant Prince

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

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
Giant Guards Prince Fisherman
Giant Snowball
Guards Fisherman
Zap
Guards Prince Fisherman
Barbarian Barrel
Valkyrie Wizard Guards Electro Wizard
The Log
Guards Prince Fisherman
Earthquake
Guards
Arrows
Guards
Royal Delivery
Valkyrie Wizard Guards Prince Fisherman Electro Wizard
Fireball
Wizard Fisherman Electro Wizard
Poison
Wizard Guards Fisherman Electro Wizard
Lightning
Valkyrie Wizard Prince Fisherman Electro Wizard
Rocket
Valkyrie Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Valkyrie Guards Prince

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Guards Fisherman Valkyrie Electro Wizard Giant Wizard Prince

Shortest cycle

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

13 Arrows Guards Fisherman Valkyrie

Attack Synergies 3 11

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
Giant Prince
Valkyrie
Prince Giant Wizard Fisherman Electro Wizard
Giant
Arrows Prince Valkyrie Wizard Guards Fisherman Electro Wizard
Wizard
Valkyrie Giant Prince
Guards
Giant
Prince
Valkyrie Giant Arrows Wizard Electro Wizard
Fisherman
Valkyrie Giant
Electro Wizard
Valkyrie Giant Prince

Defense Synergies 1 13

Arrows
Valkyrie Prince
Valkyrie
Arrows Wizard Prince Fisherman Electro Wizard
Giant
Wizard
Valkyrie Guards Prince Electro Wizard
Guards
Fisherman Wizard Prince Electro Wizard
Prince
Arrows Valkyrie Wizard Guards Fisherman Electro Wizard
Fisherman
Guards Valkyrie Prince
Electro Wizard
Valkyrie Wizard Guards Prince

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
Valkyrie Prince Fisherman Electro Wizard
Prince Fisherman Valkyrie Electro Wizard
Prince Valkyrie Guards Fisherman Electro Wizard
Arrows Valkyrie Prince
Arrows Valkyrie Guards Electro Wizard
Electro Wizard Arrows Wizard
Arrows Valkyrie Electro Wizard
Prince Fisherman
Guards Valkyrie Prince Fisherman Electro Wizard
Valkyrie Guards Electro Wizard Arrows Wizard Fisherman
Arrows Wizard Electro Wizard
Prince Valkyrie Wizard Guards Electro Wizard
Valkyrie Wizard Arrows Guards Prince Electro Wizard
Prince Electro Wizard
Prince Fisherman Electro Wizard
Wizard Arrows Valkyrie Prince Fisherman Electro Wizard
Arrows Valkyrie Wizard Guards Prince Fisherman Electro Wizard
Arrows Valkyrie Wizard Guards Fisherman Electro Wizard
Prince Fisherman Electro Wizard
Valkyrie Wizard Arrows Guards Prince Fisherman Electro Wizard

Counters to secondary win conditions

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

Valkyrie Guards Prince Fisherman Electro Wizard
Electro Wizard Arrows Valkyrie Wizard Prince Fisherman
Guards Valkyrie Prince Fisherman Electro Wizard
Valkyrie Guards Prince Fisherman Electro Wizard
Valkyrie Guards Prince Fisherman
Arrows Wizard Electro Wizard
Guards Prince Valkyrie Electro Wizard
Valkyrie Prince Fisherman
Electro Wizard Valkyrie Prince
Guards
Valkyrie Guards Prince
Arrows Valkyrie Guards Prince Electro Wizard
Prince Valkyrie Wizard Guards
Wizard Valkyrie
Guards Electro Wizard Valkyrie Prince Fisherman
Arrows Valkyrie Wizard Electro Wizard
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 Guards
Arrows Fisherman Electro Wizard
Arrows
Arrows Valkyrie Guards Prince
Wizard Arrows Valkyrie
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard Fisherman
Guards Prince Fisherman Electro Wizard
Arrows Valkyrie Wizard Prince Fisherman Electro Wizard
Arrows Wizard
Fisherman
Arrows Fisherman
Arrows Prince Fisherman
Arrows Wizard
Arrows Wizard
Arrows
Fisherman
Arrows Wizard Prince Fisherman Electro Wizard
Arrows Valkyrie Wizard
Prince
Arrows Wizard
Prince Fisherman
Arrows
Arrows Valkyrie Wizard
Fisherman
Arrows Wizard Fisherman Electro Wizard
Arrows Wizard Prince Fisherman
Arrows Fisherman
Arrows Wizard Electro Wizard
Electro Wizard Wizard Guards
Arrows Wizard
Arrows Electro Wizard
Prince
Arrows Wizard
Electro Wizard Guards Prince
Arrows Wizard Electro Wizard
Arrows
Valkyrie Wizard Prince Electro Wizard
Arrows Wizard
Arrows
Prince
Guards Electro Wizard
Electro Wizard
Prince Electro Wizard
Prince
Wizard

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