My Best Clash Royale Deck

Deck Check Rating

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

2 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 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-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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.

Spear Goblins Ice 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.

Spear Goblins Valkyrie Golem Ice Wizard Electro Wizard Golden Knight

Offensive cards

Win conditions

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

Royal Hogs Golem

Damage spells

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

Zap

Punishments

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

Royal Hogs 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.

Spear Goblins Valkyrie Royal Hogs Golem

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 Royal Hogs Golem 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
Spear Goblins Royal Hogs
Giant Snowball
Spear Goblins Royal Hogs
Zap
Spear Goblins Royal Hogs
Barbarian Barrel
Spear Goblins Valkyrie Royal Hogs Ice Wizard Electro Wizard
The Log
Spear Goblins Royal Hogs
Earthquake
Spear Goblins Royal Hogs
Arrows
Spear Goblins Royal Hogs
Royal Delivery
Spear Goblins Valkyrie Royal Hogs Ice Wizard Electro Wizard
Fireball
Royal Hogs Ice Wizard Electro Wizard
Poison
Spear Goblins Royal Hogs Ice Wizard Electro Wizard
Lightning
Valkyrie Ice Wizard Electro Wizard
Rocket
Valkyrie Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Ice 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.

Spear Goblins Valkyrie Golem Ice Wizard

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.

Ice 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.

Spear Goblins Zap Ice Wizard Valkyrie Electro Wizard Golden Knight Royal Hogs Golem

Shortest cycle

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

11 Spear Goblins Zap Ice Wizard Valkyrie

Attack Synergies 2 13

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.

Spear Goblins
Valkyrie Zap Royal Hogs Golem
Zap
Electro Wizard Spear Goblins Valkyrie Royal Hogs Golem Ice Wizard
Valkyrie
Spear Goblins Zap Royal Hogs Electro Wizard
Royal Hogs
Spear Goblins Zap Valkyrie Electro Wizard
Golem
Spear Goblins Zap Ice Wizard Electro Wizard Golden Knight
Ice Wizard
Zap Golem
Electro Wizard
Zap Valkyrie Royal Hogs Golem
Golden Knight
Golem

Defense Synergies 1 11

Spear Goblins
Zap Valkyrie Ice Wizard Electro Wizard Golden Knight
Zap
Electro Wizard Spear Goblins Valkyrie Ice Wizard Golden Knight
Valkyrie
Spear Goblins Zap Ice Wizard Electro Wizard
Royal Hogs
Golem
Ice Wizard
Spear Goblins Zap Valkyrie Golden Knight
Electro Wizard
Zap Spear Goblins Valkyrie
Golden Knight
Spear Goblins Zap Ice Wizard

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.

Spear Goblins Zap Valkyrie Electro Wizard Golden Knight
Zap Valkyrie Ice Wizard Electro Wizard
Valkyrie Ice Wizard Electro Wizard
Valkyrie Ice Wizard Electro Wizard
Valkyrie
Spear Goblins Zap Valkyrie Ice Wizard Electro Wizard
Electro Wizard Spear Goblins Zap Ice Wizard
Zap Valkyrie Electro Wizard Golden Knight
Ice Wizard
Spear Goblins Valkyrie Ice Wizard Electro Wizard
Valkyrie Ice Wizard Electro Wizard Spear Goblins Zap
Spear Goblins Zap Ice Wizard Electro Wizard
Zap Valkyrie Ice Wizard Electro Wizard
Valkyrie Zap Electro Wizard Golden Knight
Electro Wizard
Zap Electro Wizard
Valkyrie Electro Wizard
Spear Goblins Zap Valkyrie Ice Wizard Electro Wizard Golden Knight
Zap Valkyrie Spear Goblins Ice Wizard Electro Wizard
Electro Wizard
Valkyrie Spear Goblins Electro Wizard

Counters to secondary win conditions

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

Valkyrie Spear Goblins Zap Electro Wizard
Electro Wizard Zap Valkyrie
Spear Goblins Zap Valkyrie Electro Wizard Golden Knight
Valkyrie Zap Electro Wizard
Valkyrie
Zap Ice Wizard Electro Wizard
Spear Goblins Valkyrie Ice Wizard Electro Wizard
Valkyrie
Zap Electro Wizard Spear Goblins Valkyrie
Valkyrie Golden Knight
Zap Valkyrie Electro Wizard
Valkyrie Golden Knight
Valkyrie
Electro Wizard Spear Goblins Zap Valkyrie Golden Knight
Valkyrie Zap Ice Wizard Electro Wizard Golden Knight

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 Golden Knight
Zap Ice Wizard Electro Wizard Golden Knight
Valkyrie
Zap Valkyrie
Spear Goblins Zap Ice Wizard
Zap Ice Wizard
Zap Golden Knight
Electro Wizard
Zap Valkyrie Electro Wizard Golden Knight
Zap
Golden Knight
Zap
Spear Goblins Zap Golden Knight
Zap Electro Wizard
Zap Valkyrie Golden Knight
Zap
Zap Valkyrie Ice Wizard
Zap Ice Wizard Electro Wizard Golden Knight
Zap Golden Knight
Zap Golden Knight
Zap Ice Wizard Electro Wizard
Zap Electro Wizard
Zap
Zap Electro Wizard
Zap Electro Wizard Spear Goblins
Zap Ice Wizard Electro Wizard
Valkyrie Electro Wizard
Zap
Zap
Zap Electro Wizard Golden Knight
Zap Electro Wizard
Zap Electro Wizard Golden Knight

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