My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 direct tower 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 spells that can finish it off. 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 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Wizard Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Valkyrie Wizard Witch

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.

Missing

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.

Knight 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

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
Bats Guards Skeleton Army
Giant Snowball
Bats Guards Skeleton Army Witch
Zap
Bats Guards Skeleton Army Witch
Barbarian Barrel
Knight Valkyrie Bomb Tower Wizard Guards Skeleton Army Witch
The Log
Guards Skeleton Army Witch
Earthquake
Bomb Tower Guards Skeleton Army Witch
Arrows
Bats Guards Skeleton Army Witch
Royal Delivery
Bats Knight Valkyrie Wizard Guards Skeleton Army Witch
Fireball
Bomb Tower Wizard Skeleton Army Witch
Poison
Bats Bomb Tower Wizard Guards Skeleton Army Witch
Lightning
Knight Valkyrie Bomb Tower Wizard Witch
Rocket
Valkyrie Bomb Tower Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Bomb Tower 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.

Bats Knight Valkyrie Guards 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.

Wizard Witch

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Knight Guards Skeleton Army Valkyrie Bomb Tower Wizard Witch

Shortest cycle

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

11 Bats Knight Guards Skeleton Army

Attack Synergies 2 4

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.

Bats
Knight Valkyrie
Knight
Bats Wizard Witch
Valkyrie
Bats Wizard Witch
Bomb Tower
Wizard
Knight Valkyrie
Guards
Skeleton Army
Witch
Knight Valkyrie

Defense Synergies 2 13

Bats
Knight Valkyrie Bomb Tower
Knight
Bats Bomb Tower Wizard Skeleton Army Witch
Valkyrie
Bats Bomb Tower Wizard Witch
Bomb Tower
Knight Bats Valkyrie Skeleton Army
Wizard
Knight Valkyrie Guards Skeleton Army
Guards
Wizard Skeleton Army Witch
Skeleton Army
Knight Bomb Tower Wizard Guards
Witch
Knight Valkyrie Guards

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 Valkyrie Wizard
Bomb Tower Skeleton Army Bats Knight Valkyrie Witch
Bomb Tower Skeleton Army Witch Bats Knight Valkyrie
Bomb Tower Skeleton Army Witch Bats Knight Valkyrie Guards
Valkyrie Bomb Tower Skeleton Army
Skeleton Army Bats Valkyrie Bomb Tower Guards
Bats Bomb Tower Wizard Witch
Valkyrie Bomb Tower
Witch Bomb Tower Skeleton Army
Knight Guards Skeleton Army Valkyrie
Bats Valkyrie Guards Skeleton Army Witch Knight Bomb Tower Wizard
Bats Wizard Witch
Bomb Tower Skeleton Army Bats Knight Valkyrie Wizard Guards Witch
Valkyrie Bomb Tower Wizard Skeleton Army Bats Guards Witch
Skeleton Army Knight Bomb Tower
Bomb Tower Skeleton Army
Bomb Tower Wizard Bats Knight Valkyrie Skeleton Army Witch
Valkyrie Bomb Tower Bats Knight Wizard Guards Skeleton Army Witch
Valkyrie Bomb Tower Wizard Witch Bats Knight Guards
Bomb Tower
Valkyrie Wizard Skeleton Army Bats Knight Bomb Tower Guards Witch
Bomb Tower

Counters to secondary win conditions

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

Knight Valkyrie Guards Skeleton Army Witch
Knight Valkyrie Bomb Tower Wizard
Guards Skeleton Army Bats Knight Valkyrie Bomb Tower Witch
Valkyrie Guards Skeleton Army Bats Knight
Knight Valkyrie Guards Skeleton Army Witch
Wizard Bats Bomb Tower Witch
Guards Skeleton Army Bats Knight Valkyrie Bomb Tower Witch
Knight Valkyrie Bomb Tower Skeleton Army
Bats Knight Valkyrie Bomb Tower Skeleton Army Witch
Witch Guards Skeleton Army
Bats Knight Valkyrie Bomb Tower Guards Witch
Skeleton Army Valkyrie Guards
Skeleton Army Knight Valkyrie Bomb Tower Wizard Guards Witch
Wizard Valkyrie Bomb Tower Skeleton Army Witch
Guards Skeleton Army Witch Bats Knight Valkyrie Bomb Tower
Bats Valkyrie Bomb Tower Wizard Witch
Bomb Tower

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.)

Knight Valkyrie Guards
Knight Valkyrie Guards
Wizard Valkyrie
Wizard Bats Witch
Wizard Witch
Wizard
Wizard
Bats Guards
Knight Valkyrie Wizard
Wizard
Knight
Wizard Witch
Wizard
Bats
Wizard
Valkyrie Wizard Witch
Wizard
Valkyrie Wizard Witch
Witch
Wizard Witch
Wizard Witch
Bats Wizard Witch
Bats Wizard Guards Witch
Wizard
Wizard
Bats Guards Skeleton Army Witch
Wizard Witch
Knight Valkyrie Wizard
Wizard
Bats Guards Witch
Bats Witch
Witch
Wizard

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