My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Archers Electro Wizard

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.

Archers Valkyrie Electro Wizard

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.

Zap

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.

Missing

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie

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 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.

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.

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.

Mirror Zap Archers Cannon Skeleton Army Valkyrie Hog Rider Electro Wizard

Shortest cycle

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

8 Mirror Zap Archers Cannon

Attack Synergies 5 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.

Zap
Hog Rider Mirror Electro Wizard Archers Valkyrie
Archers
Valkyrie Zap Hog Rider
Cannon
Valkyrie
Archers Hog Rider Zap Electro Wizard
Hog Rider
Zap Valkyrie Archers Mirror Electro Wizard
Mirror
Zap Hog Rider Skeleton Army
Skeleton Army
Mirror
Electro Wizard
Zap Valkyrie Hog Rider

Defense Synergies 6 13

Zap
Cannon Mirror Electro Wizard Archers Valkyrie Skeleton Army
Archers
Valkyrie Zap Cannon Skeleton Army Electro Wizard
Cannon
Zap Mirror Archers Valkyrie Skeleton Army Electro Wizard
Valkyrie
Archers Zap Cannon Mirror Electro Wizard
Hog Rider
Mirror
Zap Cannon Skeleton Army Valkyrie Electro Wizard
Skeleton Army
Mirror Zap Archers Cannon Electro Wizard
Electro Wizard
Zap Archers Cannon Valkyrie Mirror Skeleton Army

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.

Zap Cannon Valkyrie Electro Wizard
Skeleton Army Zap Cannon Valkyrie Electro Wizard
Cannon Skeleton Army Archers Valkyrie Electro Wizard
Cannon Skeleton Army Valkyrie Electro Wizard
Valkyrie Skeleton Army
Skeleton Army Zap Archers Cannon Valkyrie Electro Wizard
Electro Wizard Zap Archers Cannon
Zap Cannon Valkyrie Electro Wizard
Cannon Skeleton Army
Skeleton Army Archers Cannon Valkyrie Electro Wizard
Archers Valkyrie Skeleton Army Electro Wizard Zap Cannon
Zap Archers Electro Wizard
Cannon Skeleton Army Zap Valkyrie Electro Wizard
Valkyrie Skeleton Army Zap Cannon Electro Wizard
Skeleton Army Cannon Electro Wizard
Skeleton Army Zap Cannon Electro Wizard
Cannon Valkyrie Skeleton Army Electro Wizard
Cannon Valkyrie Zap Archers Skeleton Army Electro Wizard
Zap Valkyrie Archers Cannon Electro Wizard
Cannon Electro Wizard
Valkyrie Skeleton Army Archers Cannon Electro Wizard
Cannon

Counters to secondary win conditions

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

Valkyrie Skeleton Army Zap Archers Electro Wizard
Electro Wizard Zap Archers Valkyrie
Skeleton Army Zap Valkyrie Electro Wizard
Valkyrie Skeleton Army Zap Electro Wizard
Cannon Valkyrie Skeleton Army
Zap Archers Electro Wizard
Skeleton Army Archers Valkyrie Electro Wizard
Valkyrie Skeleton Army
Zap Electro Wizard Valkyrie Skeleton Army
Cannon Skeleton Army
Valkyrie
Skeleton Army Zap Valkyrie Electro Wizard
Skeleton Army Cannon Valkyrie
Archers Cannon Valkyrie Skeleton Army
Skeleton Army Electro Wizard Zap Archers Valkyrie
Valkyrie Zap Archers Cannon Electro Wizard
Zap Cannon 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
Zap Electro Wizard
Valkyrie
Zap Valkyrie
Zap
Archers
Zap
Zap
Electro Wizard
Zap Valkyrie Electro Wizard
Zap Archers
Zap
Zap
Zap Archers Electro Wizard
Zap Valkyrie
Zap
Zap Valkyrie
Zap Electro Wizard
Zap
Zap
Zap Archers Electro Wizard
Zap Electro Wizard
Zap
Zap Electro Wizard
Zap Electro Wizard Archers Skeleton Army
Zap Archers Electro Wizard
Valkyrie Electro Wizard
Zap
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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