My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Mediocre

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Baby 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 Wizard Baby Dragon Rune Giant Electro Giant

Offensive cards

Win conditions

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

Rune Giant Electro 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.

Electro Giant

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 Baby Dragon Rune Giant Electro Giant

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
Skeleton Army
Giant Snowball
Skeleton Army Baby Dragon
Zap
Skeleton Army
Barbarian Barrel
Valkyrie Wizard Skeleton Army
The Log
Skeleton Army
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Valkyrie Wizard Skeleton Army Baby Dragon
Fireball
Wizard Skeleton Army Baby Dragon
Poison
Wizard Skeleton Army
Lightning
Valkyrie Wizard Baby Dragon
Rocket
Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Baby Dragon Electro Giant

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 Baby Dragon Rune Giant Electro Giant

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Berserker Arrows Skeleton Army Valkyrie Baby Dragon Rune Giant Wizard Electro Giant

Shortest cycle

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

12 Berserker Arrows Skeleton Army Valkyrie

Attack Synergies 1 3

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.

Berserker
Rune Giant
Arrows
Valkyrie
Wizard Baby Dragon
Wizard
Valkyrie
Skeleton Army
Baby Dragon
Valkyrie Electro Giant
Rune Giant
Berserker
Electro Giant
Baby Dragon

Defense Synergies 0 4

Berserker
Arrows
Valkyrie
Valkyrie
Arrows Wizard Baby Dragon
Wizard
Valkyrie Skeleton Army
Skeleton Army
Wizard
Baby Dragon
Valkyrie
Rune Giant
Electro Giant

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 Baby Dragon
Skeleton Army Valkyrie
Skeleton Army Valkyrie
Skeleton Army Valkyrie
Arrows Valkyrie Skeleton Army
Arrows Skeleton Army Valkyrie Baby Dragon
Arrows Wizard Baby Dragon
Arrows Valkyrie Baby Dragon Electro Giant
Skeleton Army
Skeleton Army Valkyrie
Berserker Valkyrie Skeleton Army Arrows Wizard Baby Dragon Electro Giant
Arrows Wizard Baby Dragon
Skeleton Army Valkyrie Wizard
Valkyrie Wizard Skeleton Army Arrows Baby Dragon
Skeleton Army
Skeleton Army Electro Giant
Wizard Arrows Valkyrie Skeleton Army
Arrows Valkyrie Wizard Skeleton Army Baby Dragon
Arrows Valkyrie Wizard Baby Dragon
Valkyrie Wizard Skeleton Army Arrows Baby Dragon Electro Giant
Skeleton Army

Counters to secondary win conditions

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

Valkyrie Skeleton Army Electro Giant
Arrows Valkyrie Wizard Baby Dragon
Skeleton Army Valkyrie
Valkyrie Skeleton Army
Valkyrie Skeleton Army
Arrows Wizard Electro Giant Baby Dragon
Skeleton Army Valkyrie
Valkyrie Skeleton Army
Valkyrie Skeleton Army Baby Dragon
Skeleton Army
Valkyrie
Skeleton Army Arrows Valkyrie Electro Giant
Skeleton Army Valkyrie Wizard
Wizard Valkyrie Skeleton Army Baby Dragon Electro Giant
Skeleton Army Electro Giant Valkyrie Baby Dragon
Arrows Valkyrie Wizard Baby Dragon Electro Giant
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 Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Valkyrie
Wizard Arrows Valkyrie Baby Dragon
Arrows Wizard Electro Giant Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard
Arrows Valkyrie Wizard
Arrows Wizard Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
Arrows Wizard Baby Dragon
Arrows Valkyrie Wizard Baby Dragon Electro Giant
Baby Dragon
Arrows Wizard
Arrows Baby Dragon
Arrows Electro Giant Valkyrie Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon Electro Giant
Wizard Electro Giant
Arrows Wizard
Arrows
Arrows Wizard
Skeleton Army
Arrows Wizard Baby Dragon
Arrows
Valkyrie Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Electro Giant
Electro Giant Baby Dragon
Baby Dragon Electro Giant
Wizard

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