My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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.

Ice 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 Ice Wizard Bandit Electro Wizard Inferno Dragon Monk

Offensive cards

Win conditions

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

Missing

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.

Bandit

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 Bandit

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 Bandit Electro Wizard 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
Skeleton Army Bandit Inferno Dragon
Giant Snowball
Skeleton Army Inferno Dragon
Zap
Skeleton Army Bandit Inferno Dragon
Barbarian Barrel
Valkyrie Skeleton Army Ice Wizard Bandit Electro Wizard
The Log
Skeleton Army Bandit
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Valkyrie Skeleton Army Ice Wizard Bandit Electro Wizard Inferno Dragon
Fireball
Skeleton Army Ice Wizard Bandit Electro Wizard Inferno Dragon
Poison
Skeleton Army Ice Wizard Electro Wizard
Lightning
Valkyrie Ice Wizard Bandit Electro Wizard Inferno Dragon Monk
Rocket
Valkyrie Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Ice Wizard

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.

Arrows Valkyrie Skeleton Army Ice Wizard 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.

Skeleton Army

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 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.

Arrows Skeleton Army Ice Wizard Bandit Valkyrie Electro Wizard Inferno Dragon Monk

Shortest cycle

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

12 Arrows Skeleton Army Ice Wizard Bandit

Attack Synergies 0 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.

Arrows
Bandit
Valkyrie
Bandit Electro Wizard
Skeleton Army
Ice Wizard
Bandit
Bandit
Arrows Valkyrie Ice Wizard Electro Wizard
Electro Wizard
Valkyrie Bandit
Inferno Dragon
Monk

Defense Synergies 0 15

Arrows
Valkyrie Ice Wizard Bandit Monk
Valkyrie
Arrows Ice Wizard Bandit Electro Wizard
Skeleton Army
Ice Wizard Bandit Electro Wizard Inferno Dragon
Ice Wizard
Arrows Valkyrie Skeleton Army Bandit Inferno Dragon
Bandit
Arrows Valkyrie Skeleton Army Ice Wizard Electro Wizard
Electro Wizard
Valkyrie Skeleton Army Bandit Inferno Dragon
Inferno Dragon
Skeleton Army Ice Wizard Electro Wizard
Monk
Arrows

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 Electro Wizard
Skeleton Army Inferno Dragon Valkyrie Ice Wizard Bandit Electro Wizard Monk
Skeleton Army Valkyrie Ice Wizard Bandit Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Valkyrie Ice Wizard Bandit Electro Wizard Monk
Arrows Valkyrie Skeleton Army Monk
Arrows Skeleton Army Valkyrie Ice Wizard Bandit Electro Wizard
Electro Wizard Inferno Dragon Arrows Ice Wizard
Arrows Valkyrie Bandit Electro Wizard Monk
Inferno Dragon Skeleton Army Ice Wizard
Skeleton Army Valkyrie Ice Wizard Bandit Electro Wizard
Valkyrie Skeleton Army Ice Wizard Electro Wizard Arrows Bandit
Arrows Inferno Dragon Ice Wizard Electro Wizard
Skeleton Army Valkyrie Ice Wizard Bandit Electro Wizard
Valkyrie Skeleton Army Arrows Electro Wizard
Skeleton Army Inferno Dragon Bandit Electro Wizard
Skeleton Army Monk Bandit Electro Wizard Inferno Dragon
Arrows Valkyrie Skeleton Army Electro Wizard
Arrows Valkyrie Skeleton Army Ice Wizard Bandit Electro Wizard
Arrows Valkyrie Ice Wizard Bandit Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Valkyrie Skeleton Army Arrows Bandit Electro Wizard

Counters to secondary win conditions

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

Valkyrie Skeleton Army Bandit Electro Wizard
Bandit Electro Wizard Arrows Valkyrie Inferno Dragon Monk
Skeleton Army Bandit Valkyrie Electro Wizard
Valkyrie Skeleton Army Bandit Electro Wizard Monk
Valkyrie Skeleton Army Bandit Inferno Dragon
Arrows Ice Wizard Electro Wizard Monk
Skeleton Army Valkyrie Ice Wizard Bandit Electro Wizard
Valkyrie Skeleton Army Inferno Dragon
Electro Wizard Valkyrie Skeleton Army Bandit Inferno Dragon Monk
Skeleton Army Inferno Dragon
Inferno Dragon Valkyrie
Skeleton Army Monk Arrows Valkyrie Electro Wizard
Skeleton Army Valkyrie Bandit
Valkyrie Skeleton Army
Skeleton Army Electro Wizard Valkyrie Inferno Dragon Monk
Arrows Valkyrie Ice Wizard Electro Wizard Inferno Dragon
Arrows Ice Wizard 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 Bandit Monk
Arrows Monk Ice Wizard Bandit Electro Wizard
Arrows Bandit
Arrows Valkyrie
Arrows Valkyrie
Arrows Ice Wizard Monk
Arrows
Arrows Ice Wizard
Arrows Monk Bandit
Electro Wizard
Monk Arrows Valkyrie Bandit Electro Wizard
Monk Arrows
Bandit
Arrows Bandit Monk
Arrows
Arrows Bandit
Arrows Bandit
Monk Arrows
Arrows Bandit Electro Wizard Monk
Arrows Valkyrie Monk
Monk
Arrows
Monk
Arrows Monk
Arrows Valkyrie Ice Wizard
Inferno Dragon
Arrows Ice Wizard Bandit Electro Wizard Monk
Arrows Bandit Monk
Arrows Bandit
Arrows Ice Wizard Electro Wizard
Electro Wizard
Arrows Bandit
Arrows Electro Wizard Monk
Arrows Monk
Electro Wizard Skeleton Army Bandit
Arrows Ice Wizard Electro Wizard Monk
Arrows
Valkyrie Electro Wizard
Arrows
Monk Arrows
Electro Wizard
Electro Wizard
Bandit Electro Wizard Monk
Inferno Dragon
Monk

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