My Best Clash Royale Deck

Deck Check Rating

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

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 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!
PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Zappies Wizard Baby Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Valkyrie Zappies Wizard Baby Dragon Prince

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.

Missing

Punishments

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

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 Baby Dragon 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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Baby Dragon

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.

Valkyrie Guards Skeleton Army Baby Dragon Prince

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Cannon Guards Skeleton Army Valkyrie Zappies Baby Dragon Wizard Prince

Shortest cycle

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

13 Cannon Guards Skeleton Army Valkyrie

Attack Synergies 1 7

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.

Cannon
Valkyrie
Prince Zappies Wizard Baby Dragon
Zappies
Valkyrie Baby Dragon Prince
Wizard
Valkyrie Prince
Guards
Skeleton Army
Baby Dragon
Valkyrie Zappies Prince
Prince
Valkyrie Zappies Wizard Baby Dragon

Defense Synergies 0 21

Cannon
Valkyrie Wizard Guards Skeleton Army Baby Dragon Prince
Valkyrie
Cannon Zappies Wizard Baby Dragon Prince
Zappies
Valkyrie Guards Skeleton Army Prince
Wizard
Cannon Valkyrie Guards Skeleton Army Prince
Guards
Cannon Zappies Wizard Skeleton Army Baby Dragon Prince
Skeleton Army
Cannon Zappies Wizard Guards Prince
Baby Dragon
Cannon Valkyrie Guards Prince
Prince
Cannon Valkyrie Zappies Wizard Guards Skeleton Army Baby Dragon

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.

Cannon Valkyrie Zappies Wizard Baby Dragon
Skeleton Army Cannon Valkyrie Zappies Prince
Cannon Skeleton Army Prince Valkyrie Zappies
Cannon Skeleton Army Prince Valkyrie Zappies Guards
Valkyrie Skeleton Army Prince
Skeleton Army Cannon Valkyrie Zappies Guards Baby Dragon
Cannon Zappies Wizard Baby Dragon
Cannon Valkyrie Baby Dragon
Cannon Zappies Skeleton Army Prince
Guards Skeleton Army Cannon Valkyrie Zappies Prince
Valkyrie Guards Skeleton Army Cannon Zappies Wizard Baby Dragon
Zappies Wizard Baby Dragon
Cannon Skeleton Army Prince Valkyrie Zappies Wizard Guards
Valkyrie Wizard Skeleton Army Cannon Zappies Guards Baby Dragon Prince
Skeleton Army Cannon Zappies Prince
Skeleton Army Cannon Zappies Prince
Wizard Cannon Valkyrie Zappies Skeleton Army Prince
Cannon Valkyrie Zappies Wizard Guards Skeleton Army Baby Dragon Prince
Valkyrie Wizard Baby Dragon Cannon Zappies Guards
Cannon Zappies Prince
Valkyrie Wizard Skeleton Army Cannon Zappies Guards Baby Dragon Prince
Cannon

Counters to secondary win conditions

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

Valkyrie Guards Skeleton Army Zappies Prince
Valkyrie Wizard Baby Dragon Prince
Zappies Guards Skeleton Army Valkyrie Prince
Valkyrie Guards Skeleton Army Prince Zappies
Cannon Valkyrie Zappies Guards Skeleton Army Prince
Wizard Zappies Baby Dragon
Guards Skeleton Army Prince Valkyrie Zappies
Valkyrie Zappies Skeleton Army Prince
Valkyrie Zappies Skeleton Army Baby Dragon Prince
Cannon Zappies Guards Skeleton Army
Valkyrie Zappies Guards Prince
Skeleton Army Valkyrie Guards Prince
Skeleton Army Prince Cannon Valkyrie Zappies Wizard Guards
Wizard Cannon Valkyrie Zappies Skeleton Army Baby Dragon
Zappies Guards Skeleton Army Valkyrie Baby Dragon Prince
Valkyrie Cannon Zappies Wizard Baby Dragon
Cannon

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.)

Valkyrie Guards Baby Dragon
Baby Dragon
Baby Dragon
Valkyrie Guards Prince
Wizard Valkyrie Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Guards Prince
Valkyrie Wizard Prince
Wizard Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Prince
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon Prince
Valkyrie Wizard Baby Dragon
Baby Dragon Prince
Wizard
Prince
Baby Dragon
Valkyrie Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon Prince
Baby Dragon
Wizard Baby Dragon
Zappies Wizard Guards
Wizard
Zappies
Prince
Wizard
Zappies Guards Skeleton Army Prince
Zappies Wizard Baby Dragon
Valkyrie Wizard Baby Dragon Prince
Wizard Baby Dragon
Prince
Zappies Guards Baby Dragon
Zappies
Baby Dragon Prince
Prince
Wizard

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