My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Goblin Gang

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.

Valkyrie Electro Giant Fisherman Skeleton King

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Arrows

Punishments

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

Goblin Gang Electro Giant

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.

Goblin Gang Valkyrie Electro Giant Skeleton King

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

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
Goblin Gang Fisherman Skeleton King
Giant Snowball
Cannon Goblin Gang Fisherman Skeleton King
Zap
Cannon Goblin Gang Fisherman Skeleton King
Barbarian Barrel
Cannon Goblin Gang Valkyrie Skeleton King
The Log
Cannon Goblin Gang Fisherman Skeleton King
Earthquake
Cannon Goblin Gang Skeleton King
Arrows
Goblin Gang Skeleton King
Royal Delivery
Goblin Gang Valkyrie Fisherman Skeleton King
Fireball
Cannon Goblin Gang Fisherman Skeleton King
Poison
Cannon Goblin Gang Fisherman Skeleton King
Lightning
Cannon Valkyrie Fisherman Skeleton King
Rocket
Valkyrie Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Valkyrie Electro Giant Skeleton King

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.

Arrows Valkyrie Electro Giant

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.

Goblin Gang

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.

Zap Arrows Cannon Goblin Gang Fisherman Valkyrie Skeleton King Electro Giant

Shortest cycle

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

11 Zap Arrows Cannon Goblin Gang

Attack Synergies 1 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.

Zap
Arrows Valkyrie Fisherman
Arrows
Zap
Cannon
Goblin Gang
Valkyrie Skeleton King
Valkyrie
Zap Goblin Gang Fisherman
Electro Giant
Fisherman
Fisherman
Zap Valkyrie Electro Giant
Skeleton King
Goblin Gang

Defense Synergies 1 14

Zap
Cannon Arrows Goblin Gang Valkyrie Fisherman
Arrows
Zap Cannon Valkyrie
Cannon
Zap Arrows Goblin Gang Valkyrie Electro Giant
Goblin Gang
Zap Cannon Valkyrie Fisherman
Valkyrie
Zap Arrows Cannon Goblin Gang Fisherman
Electro Giant
Cannon Fisherman
Fisherman
Zap Goblin Gang Valkyrie Electro Giant Skeleton King
Skeleton King
Fisherman

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
Zap Cannon Goblin Gang Valkyrie Fisherman
Cannon Goblin Gang Fisherman Valkyrie
Cannon Goblin Gang Valkyrie Fisherman Skeleton King
Arrows Valkyrie
Arrows Goblin Gang Zap Cannon Valkyrie
Zap Arrows Cannon Goblin Gang
Zap Arrows Cannon Valkyrie Electro Giant
Cannon Goblin Gang Fisherman Skeleton King
Goblin Gang Cannon Valkyrie Fisherman
Goblin Gang Valkyrie Zap Arrows Cannon Electro Giant Fisherman Skeleton King
Arrows Zap Goblin Gang
Cannon Zap Goblin Gang Valkyrie
Valkyrie Zap Arrows Cannon Goblin Gang Skeleton King
Cannon Goblin Gang Skeleton King
Zap Cannon Goblin Gang Electro Giant Fisherman
Arrows Cannon Goblin Gang Valkyrie Fisherman
Arrows Cannon Zap Goblin Gang Valkyrie Fisherman
Zap Arrows Valkyrie Cannon Fisherman
Cannon Fisherman
Goblin Gang Valkyrie Arrows Cannon Electro Giant Fisherman

Counters to secondary win conditions

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

Goblin Gang Valkyrie Zap Electro Giant Fisherman
Zap Arrows Goblin Gang Valkyrie Fisherman
Goblin Gang Zap Valkyrie Fisherman
Goblin Gang Valkyrie Zap Fisherman
Cannon Goblin Gang Valkyrie Fisherman
Arrows Electro Giant Zap Goblin Gang
Goblin Gang Valkyrie
Valkyrie Fisherman
Zap Valkyrie
Cannon Goblin Gang
Valkyrie
Zap Arrows Valkyrie Electro Giant
Cannon Goblin Gang Valkyrie Skeleton King
Cannon Valkyrie Electro Giant
Goblin Gang Electro Giant Zap Valkyrie Fisherman Skeleton King
Arrows Valkyrie Zap Cannon Electro Giant Skeleton King
Zap Arrows Cannon

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
Arrows Zap Fisherman
Arrows
Arrows Valkyrie
Zap Arrows Valkyrie
Arrows Electro Giant Zap
Arrows
Arrows Zap
Arrows Zap Fisherman
Goblin Gang Fisherman
Zap Arrows Valkyrie Fisherman
Zap Arrows
Fisherman
Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows
Arrows
Arrows
Fisherman
Zap Arrows Fisherman
Zap Arrows Valkyrie Electro Giant
Arrows
Fisherman
Zap Arrows
Zap Arrows Electro Giant Valkyrie
Fisherman
Arrows Zap Fisherman
Zap Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows Electro Giant
Zap Electro Giant
Zap Arrows
Zap Arrows
Arrows
Zap Goblin Gang
Zap Arrows
Arrows
Goblin Gang Valkyrie
Arrows Zap Skeleton King
Zap Arrows Electro Giant
Zap Electro Giant Goblin Gang Skeleton King
Zap
Zap Electro Giant

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