My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!
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.

Knight Valkyrie Wizard Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball

Punishments

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

Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Valkyrie Hog Rider

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 Hog Rider 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
Hog Rider Skeleton Army
Giant Snowball
Hog Rider Skeleton Army
Zap
Skeleton Army
Barbarian Barrel
Knight Valkyrie Wizard Skeleton Army Electro Wizard
The Log
Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Knight Valkyrie Hog Rider Wizard Skeleton Army Electro Wizard
Fireball
Hog Rider Wizard Skeleton Army Electro Wizard
Poison
Wizard Skeleton Army Electro Wizard
Lightning
Knight Valkyrie Wizard Electro Wizard Goblinstein
Rocket
Valkyrie Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie 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.

Knight Valkyrie Skeleton Army

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.

Fireball 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.

Fireball 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.

Knight Skeleton Army Fireball Valkyrie Hog Rider Electro Wizard Wizard Goblinstein

Shortest cycle

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

14 Knight Skeleton Army Fireball Valkyrie

Attack Synergies 3 8

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.

Knight
Hog Rider Fireball Wizard Electro Wizard
Fireball
Hog Rider Knight Electro Wizard
Valkyrie
Hog Rider Wizard Electro Wizard
Hog Rider
Knight Fireball Valkyrie Wizard Electro Wizard
Wizard
Knight Valkyrie Hog Rider
Skeleton Army
Electro Wizard
Knight Fireball Valkyrie Hog Rider
Goblinstein

Defense Synergies 1 10

Knight
Electro Wizard Fireball Wizard Skeleton Army
Fireball
Knight Valkyrie Electro Wizard
Valkyrie
Fireball Wizard Electro Wizard
Hog Rider
Wizard
Knight Valkyrie Skeleton Army Electro Wizard
Skeleton Army
Knight Wizard Electro Wizard
Electro Wizard
Knight Fireball Valkyrie Wizard Skeleton Army
Goblinstein

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.

Knight Fireball Valkyrie Wizard Electro Wizard
Skeleton Army Knight Valkyrie Electro Wizard
Skeleton Army Knight Valkyrie Electro Wizard
Skeleton Army Knight Valkyrie Electro Wizard
Fireball Valkyrie Skeleton Army
Fireball Skeleton Army Valkyrie Electro Wizard
Electro Wizard Fireball Wizard
Fireball Valkyrie Electro Wizard
Skeleton Army
Knight Skeleton Army Valkyrie Electro Wizard
Valkyrie Skeleton Army Electro Wizard Knight Fireball Wizard
Fireball Wizard Electro Wizard
Skeleton Army Knight Fireball Valkyrie Wizard Electro Wizard
Fireball Valkyrie Wizard Skeleton Army Electro Wizard
Skeleton Army Knight Electro Wizard
Skeleton Army Fireball Electro Wizard Goblinstein
Wizard Knight Fireball Valkyrie Skeleton Army Electro Wizard
Fireball Valkyrie Knight Wizard Skeleton Army Electro Wizard
Valkyrie Wizard Knight Fireball Electro Wizard
Electro Wizard
Valkyrie Wizard Skeleton Army Knight Fireball Electro Wizard
Skeleton Army

Counters to secondary win conditions

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

Knight Valkyrie Skeleton Army Fireball Electro Wizard
Fireball Electro Wizard Knight Valkyrie Wizard
Skeleton Army Knight Valkyrie Electro Wizard
Valkyrie Skeleton Army Knight Fireball Electro Wizard
Knight Valkyrie Skeleton Army
Fireball Wizard Goblinstein Electro Wizard
Skeleton Army Knight Fireball Valkyrie Electro Wizard
Knight Valkyrie Skeleton Army
Electro Wizard Goblinstein Knight Fireball Valkyrie Skeleton Army
Skeleton Army
Knight Valkyrie
Skeleton Army Fireball Valkyrie Electro Wizard
Skeleton Army Knight Fireball Valkyrie Wizard
Wizard Fireball Valkyrie Skeleton Army
Skeleton Army Electro Wizard Knight Fireball Valkyrie Goblinstein
Valkyrie Fireball Wizard Electro Wizard
Fireball 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.)

Fireball Knight Valkyrie
Fireball Electro Wizard
Fireball
Knight Fireball Valkyrie
Fireball Wizard Valkyrie Goblinstein
Fireball Wizard Goblinstein
Wizard
Fireball Wizard
Fireball Wizard
Fireball Electro Wizard
Knight Fireball Valkyrie Wizard Electro Wizard
Fireball Wizard
Knight Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard Electro Wizard
Fireball Valkyrie Wizard
Fireball
Fireball Wizard
Fireball
Fireball Valkyrie Wizard Goblinstein
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Fireball Wizard Electro Wizard
Electro Wizard Fireball Wizard Goblinstein
Fireball
Fireball Wizard
Fireball Electro Wizard
Fireball Wizard
Electro Wizard Fireball Skeleton Army Goblinstein
Fireball Wizard Electro Wizard
Fireball
Fireball Knight Valkyrie Wizard Electro Wizard
Fireball Wizard
Fireball
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Wizard

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