My Best Clash Royale Deck

Deck Check Rating

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

4 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Skeletons Valkyrie Fisherman Electro Wizard Golden Knight

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.

Rage The Log

Punishments

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

Golden Knight

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

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 Electro Wizard Golden Knight

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
Skeletons Guards Fisherman
Giant Snowball
Skeletons Guards Fisherman
Zap
Skeletons Guards Fisherman
Barbarian Barrel
Skeletons Valkyrie Guards Electro Wizard
The Log
Skeletons Guards Fisherman
Earthquake
Skeletons Guards
Arrows
Skeletons Guards
Royal Delivery
Skeletons Valkyrie Guards Fisherman Electro Wizard
Fireball
Fisherman Electro Wizard
Poison
Guards Fisherman Electro Wizard
Lightning
Valkyrie Fisherman Electro Wizard
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie The Log

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.

Valkyrie Rage Guards

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.

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.

Skeletons Rage The Log Guards Fisherman Valkyrie Electro Wizard Golden Knight

Shortest cycle

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

8 Skeletons Rage The Log Guards

Attack Synergies 0 6

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.

Skeletons
Valkyrie
Fisherman Electro Wizard
Rage
Electro Wizard Golden Knight
Guards
The Log
The Log
Guards Fisherman
Fisherman
Valkyrie The Log
Electro Wizard
Valkyrie Rage
Golden Knight
Rage

Defense Synergies 2 10

Skeletons
Fisherman The Log Electro Wizard
Valkyrie
The Log Fisherman Electro Wizard
Rage
Guards
Fisherman The Log Electro Wizard
The Log
Skeletons Valkyrie Guards Fisherman Electro Wizard Golden Knight
Fisherman
Skeletons Guards Valkyrie The Log
Electro Wizard
Skeletons Valkyrie Guards The Log
Golden Knight
The Log

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 The Log Electro Wizard Golden Knight
Skeletons Valkyrie The Log Fisherman Electro Wizard
Fisherman Skeletons Valkyrie Electro Wizard
Skeletons Valkyrie Guards Fisherman Electro Wizard
Valkyrie The Log
The Log Skeletons Valkyrie Guards Electro Wizard
Electro Wizard
Valkyrie The Log Electro Wizard Golden Knight
Skeletons Fisherman
Guards Skeletons Valkyrie Fisherman Electro Wizard
Valkyrie Guards Electro Wizard Skeletons The Log Fisherman
Electro Wizard
Skeletons Valkyrie Guards The Log Electro Wizard
Valkyrie Guards The Log Electro Wizard Golden Knight
Electro Wizard
The Log Fisherman Electro Wizard
Skeletons Valkyrie Fisherman Electro Wizard
Valkyrie Guards The Log Fisherman Electro Wizard Golden Knight
Valkyrie The Log Guards Fisherman Electro Wizard
Fisherman Electro Wizard
Valkyrie Guards The Log Fisherman Electro Wizard
Guards Fisherman

Counters to secondary win conditions

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

Valkyrie Guards Skeletons Fisherman Electro Wizard
Electro Wizard Valkyrie The Log Fisherman
Guards Skeletons Valkyrie The Log Fisherman Electro Wizard Golden Knight
Valkyrie Guards The Log Fisherman Electro Wizard
Skeletons Valkyrie Guards Fisherman
Skeletons Electro Wizard
Guards Skeletons Valkyrie Electro Wizard
Valkyrie Fisherman
Electro Wizard Skeletons Valkyrie The Log
Skeletons Guards
Valkyrie Guards Golden Knight
Valkyrie Guards The Log Electro Wizard
Skeletons Valkyrie Guards Golden Knight
Valkyrie
Guards Electro Wizard Skeletons Valkyrie The Log Fisherman Golden Knight
Valkyrie The Log Electro Wizard Golden Knight
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.)

Valkyrie Guards The Log Golden Knight
The Log Fisherman Electro Wizard Golden Knight
The Log
Valkyrie Guards The Log
Valkyrie The Log
The Log
The Log
The Log Fisherman Golden Knight
Guards Fisherman Electro Wizard
Valkyrie The Log Fisherman Electro Wizard Golden Knight
The Log Fisherman Golden Knight
Fisherman
The Log Fisherman
The Log Golden Knight
The Log
Fisherman
The Log Fisherman Electro Wizard
Valkyrie The Log Golden Knight
The Log
The Log Fisherman
The Log
The Log Valkyrie
Fisherman
The Log Fisherman Electro Wizard Golden Knight
The Log Fisherman Golden Knight
The Log Fisherman Golden Knight
Electro Wizard
Electro Wizard Guards
The Log
Electro Wizard
The Log
Electro Wizard Guards
Electro Wizard
The Log
Valkyrie Electro Wizard
The Log
Guards The Log Electro Wizard Golden Knight
Electro Wizard
The Log Electro Wizard Golden Knight
Fisherman

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