My Best Clash Royale Deck

Deck Check Rating

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

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Archers Minion Horde Wizard Witch

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.

Archers Knight Valkyrie Wizard Witch Prince

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

Punishments

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

Prince

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 Minion Horde Valkyrie Prince

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
Archers Minion Horde Skeleton Army Prince
Giant Snowball
Archers Minion Horde Skeleton Army Witch
Zap
Archers Minion Horde Skeleton Army Witch Prince
Barbarian Barrel
Archers Knight Valkyrie Wizard Skeleton Army Witch
The Log
Archers Skeleton Army Witch Prince
Earthquake
Archers Skeleton Army Witch
Arrows
Archers Minion Horde Skeleton Army Witch
Royal Delivery
Archers Knight Minion Horde Valkyrie Wizard Skeleton Army Witch Prince
Fireball
Archers Minion Horde Wizard Skeleton Army Witch
Poison
Archers Minion Horde Wizard Skeleton Army Witch
Lightning
Knight Valkyrie Wizard Witch Prince
Rocket
Minion Horde Valkyrie Wizard Witch Prince

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 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.

Knight Valkyrie Skeleton Army Prince

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.

Minion Horde 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Knight Skeleton Army Valkyrie Minion Horde Wizard Witch Prince

Shortest cycle

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

13 Archers Knight Skeleton Army Valkyrie

Attack Synergies 3 10

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.

Archers
Knight Valkyrie Prince
Knight
Archers Minion Horde Wizard Witch Prince
Minion Horde
Knight Prince
Valkyrie
Archers Prince Wizard Witch
Wizard
Knight Valkyrie Prince
Skeleton Army
Witch
Knight Valkyrie Prince
Prince
Valkyrie Archers Knight Minion Horde Wizard Witch

Defense Synergies 2 13

Archers
Knight Valkyrie Skeleton Army Witch
Knight
Archers Minion Horde Wizard Skeleton Army Witch
Minion Horde
Knight
Valkyrie
Archers Wizard Witch Prince
Wizard
Knight Valkyrie Skeleton Army Prince
Skeleton Army
Archers Knight Wizard Prince
Witch
Archers Knight Valkyrie Prince
Prince
Valkyrie Wizard Skeleton Army Witch

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 Minion Horde Valkyrie Wizard
Minion Horde Skeleton Army Knight Valkyrie Witch Prince
Minion Horde Skeleton Army Witch Prince Archers Knight Valkyrie
Minion Horde Skeleton Army Witch Prince Knight Valkyrie
Valkyrie Skeleton Army Prince
Skeleton Army Archers Valkyrie
Minion Horde Archers Wizard Witch
Valkyrie
Minion Horde Witch Skeleton Army Prince
Knight Skeleton Army Archers Minion Horde Valkyrie Prince
Archers Minion Horde Valkyrie Skeleton Army Witch Knight Wizard
Minion Horde Archers Wizard Witch
Minion Horde Skeleton Army Prince Knight Valkyrie Wizard Witch
Valkyrie Wizard Skeleton Army Minion Horde Witch Prince
Skeleton Army Knight Minion Horde Prince
Minion Horde Skeleton Army Prince
Minion Horde Wizard Knight Valkyrie Skeleton Army Witch Prince
Valkyrie Archers Knight Minion Horde Wizard Skeleton Army Witch Prince
Valkyrie Wizard Witch Archers Knight
Prince
Valkyrie Wizard Skeleton Army Archers Knight Minion Horde Witch Prince

Counters to secondary win conditions

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

Knight Valkyrie Skeleton Army Archers Witch Prince
Archers Knight Valkyrie Wizard Prince
Skeleton Army Knight Minion Horde Valkyrie Witch Prince
Valkyrie Skeleton Army Prince Knight Minion Horde
Knight Minion Horde Valkyrie Skeleton Army Witch Prince
Wizard Archers Minion Horde Witch
Skeleton Army Prince Archers Knight Minion Horde Valkyrie Witch
Knight Minion Horde Valkyrie Skeleton Army Prince
Minion Horde Knight Valkyrie Skeleton Army Witch Prince
Witch Minion Horde Skeleton Army
Knight Minion Horde Valkyrie Witch Prince
Skeleton Army Valkyrie Prince
Skeleton Army Prince Knight Minion Horde Valkyrie Wizard Witch
Wizard Archers Minion Horde Valkyrie Skeleton Army Witch
Skeleton Army Witch Archers Knight Minion Horde Valkyrie Prince
Valkyrie Archers Minion Horde Wizard Witch

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 Minion Horde Valkyrie
Minion Horde
Knight Valkyrie Prince
Wizard Minion Horde Valkyrie
Wizard Minion Horde Witch
Archers Minion Horde Wizard Witch
Wizard
Wizard
Minion Horde Prince
Knight Minion Horde Valkyrie Wizard Prince
Archers Wizard
Knight
Minion Horde
Prince
Minion Horde Wizard Witch
Minion Horde Wizard
Minion Horde
Archers Wizard Prince
Valkyrie Wizard Witch
Minion Horde Prince
Wizard
Prince
Minion Horde
Valkyrie Wizard Witch
Minion Horde Witch
Wizard Witch
Wizard Witch Prince
Archers Minion Horde Wizard Witch
Minion Horde Wizard Witch
Minion Horde
Minion Horde Wizard
Minion Horde
Minion Horde Prince
Wizard
Minion Horde Archers Skeleton Army Witch Prince
Archers Wizard Witch
Knight Minion Horde Valkyrie Wizard Prince
Wizard
Minion Horde Prince
Minion Horde Witch
Witch
Witch Prince
Prince
Wizard

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