My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Bats Archers Valkyrie Bandit Electro Wizard

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.

Goblins 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

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
Bats Archers Bandit
Giant Snowball
Goblins Bats Archers
Zap
Goblins Bats Archers Inferno Tower Bandit
Barbarian Barrel
Goblins Archers Valkyrie Inferno Tower Bandit Electro Wizard
The Log
Goblins Archers Bandit
Earthquake
Archers Inferno Tower
Arrows
Goblins Bats Archers
Royal Delivery
Goblins Bats Archers Valkyrie Bandit Electro Wizard
Fireball
Archers Inferno Tower Bandit Electro Wizard
Poison
Bats Archers Inferno Tower Electro Wizard
Lightning
Valkyrie Inferno Tower Bandit Electro Wizard
Rocket
Valkyrie Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie

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.

Bats Arrows Valkyrie Inferno Tower

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.

Goblins 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Archers Arrows Bandit Valkyrie Electro Wizard Inferno Tower

Shortest cycle

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

10 Goblins Bats Archers Arrows

Attack Synergies 2 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.

Goblins
Archers Valkyrie
Bats
Valkyrie Bandit
Archers
Valkyrie Goblins Arrows Bandit
Arrows
Archers Bandit
Valkyrie
Bats Archers Goblins Bandit Electro Wizard
Inferno Tower
Bandit
Bats Archers Arrows Valkyrie Electro Wizard
Electro Wizard
Valkyrie Bandit

Defense Synergies 2 19

Goblins
Archers Inferno Tower Bandit Electro Wizard
Bats
Valkyrie Inferno Tower Bandit Electro Wizard
Archers
Valkyrie Goblins Inferno Tower Bandit Electro Wizard
Arrows
Valkyrie Inferno Tower Bandit
Valkyrie
Archers Bats Arrows Inferno Tower Bandit Electro Wizard
Inferno Tower
Electro Wizard Goblins Bats Archers Arrows Valkyrie Bandit
Bandit
Goblins Bats Archers Arrows Valkyrie Inferno Tower Electro Wizard
Electro Wizard
Inferno Tower Goblins Bats Archers Valkyrie Bandit

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 Inferno Tower Electro Wizard
Inferno Tower Goblins Bats Valkyrie Bandit Electro Wizard
Inferno Tower Goblins Bats Archers Valkyrie Bandit Electro Wizard
Inferno Tower Goblins Bats Valkyrie Bandit Electro Wizard
Arrows Valkyrie
Arrows Goblins Bats Archers Valkyrie Bandit Electro Wizard
Bats Inferno Tower Electro Wizard Archers Arrows
Arrows Valkyrie Inferno Tower Bandit Electro Wizard
Inferno Tower Goblins
Goblins Archers Valkyrie Inferno Tower Bandit Electro Wizard
Goblins Bats Archers Valkyrie Electro Wizard Arrows Bandit
Arrows Inferno Tower Bats Archers Electro Wizard
Inferno Tower Bats Valkyrie Bandit Electro Wizard
Valkyrie Goblins Bats Arrows Electro Wizard
Inferno Tower Bandit Electro Wizard
Inferno Tower Bandit Electro Wizard
Goblins Bats Arrows Valkyrie Inferno Tower Electro Wizard
Arrows Goblins Bats Archers Valkyrie Bandit Electro Wizard
Arrows Valkyrie Bats Archers Bandit Electro Wizard
Inferno Tower Electro Wizard
Valkyrie Goblins Bats Archers Arrows Bandit Electro Wizard

Counters to secondary win conditions

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

Valkyrie Goblins Archers Inferno Tower Bandit Electro Wizard
Bandit Electro Wizard Archers Arrows Valkyrie
Bandit Goblins Bats Valkyrie Inferno Tower Electro Wizard
Valkyrie Bats Inferno Tower Bandit Electro Wizard
Inferno Tower Valkyrie Bandit
Arrows Bats Archers Electro Wizard
Goblins Bats Archers Valkyrie Inferno Tower Bandit Electro Wizard
Inferno Tower Valkyrie
Electro Wizard Goblins Bats Valkyrie Inferno Tower Bandit
Inferno Tower
Bats Valkyrie Inferno Tower
Arrows Valkyrie Electro Wizard
Valkyrie Inferno Tower Bandit
Archers Valkyrie
Inferno Tower Electro Wizard Goblins Bats Archers Valkyrie
Bats Arrows Valkyrie Archers Inferno Tower Electro Wizard
Arrows Inferno Tower 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
Arrows Bandit Electro Wizard
Arrows Bandit
Arrows Valkyrie
Arrows Valkyrie
Arrows Bats
Archers Arrows
Arrows
Arrows Bandit
Goblins Bats Electro Wizard
Arrows Valkyrie Bandit Electro Wizard
Archers Arrows
Bandit
Arrows Bandit
Arrows
Arrows Bandit
Arrows Bandit
Arrows
Bats
Archers Arrows Bandit Electro Wizard
Arrows Valkyrie
Arrows
Arrows
Arrows Valkyrie
Arrows Bandit Electro Wizard
Arrows Bandit
Arrows Bandit
Bats Archers Arrows Electro Wizard
Electro Wizard Bats
Arrows Bandit
Arrows Electro Wizard
Arrows
Electro Wizard Bats Archers Bandit
Archers Arrows Electro Wizard
Arrows
Valkyrie Electro Wizard
Arrows
Arrows
Bats Electro Wizard
Bats Electro Wizard
Bandit Electro Wizard

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