My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Witch Electro Wizard Magic Archer

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.

Elixir Golem Valkyrie Witch Royal Ghost Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Elixir Golem Hog Rider

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.

Elixir Golem Hog Rider Royal Ghost

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.

Elixir Golem Valkyrie Hog Rider Royal Ghost Magic Archer

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 Royal Ghost Electro Wizard Magic Archer

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
Elixir Golem Hog Rider Skeleton Army
Giant Snowball
Hog Rider Skeleton Army Witch
Zap
Skeleton Army Witch
Barbarian Barrel
Elixir Golem Valkyrie Skeleton Army Witch Royal Ghost Electro Wizard Magic Archer
The Log
Elixir Golem Hog Rider Skeleton Army Witch
Earthquake
Elixir Golem Hog Rider Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Elixir Golem Valkyrie Hog Rider Skeleton Army Witch Royal Ghost Electro Wizard Magic Archer
Fireball
Elixir Golem Hog Rider Skeleton Army Witch Electro Wizard Magic Archer
Poison
Elixir Golem Skeleton Army Witch Electro Wizard Magic Archer
Lightning
Valkyrie Witch Electro Wizard Magic Archer
Rocket
Valkyrie Hog Rider Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Royal Ghost Magic Archer

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.

Elixir Golem Valkyrie Skeleton Army Royal Ghost

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.

Witch 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Elixir Golem Skeleton Army Royal Ghost Valkyrie Hog Rider Electro Wizard Magic Archer Witch

Shortest cycle

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

13 Elixir Golem Skeleton Army Royal Ghost Valkyrie

Attack Synergies 1 15

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.

Elixir Golem
Hog Rider Witch Royal Ghost Magic Archer
Valkyrie
Hog Rider Witch Royal Ghost Electro Wizard Magic Archer
Hog Rider
Valkyrie Elixir Golem Witch Electro Wizard Magic Archer
Skeleton Army
Witch
Elixir Golem Valkyrie Hog Rider Royal Ghost
Royal Ghost
Elixir Golem Valkyrie Witch Electro Wizard Magic Archer
Electro Wizard
Valkyrie Hog Rider Royal Ghost Magic Archer
Magic Archer
Elixir Golem Valkyrie Hog Rider Royal Ghost Electro Wizard

Defense Synergies 0 9

Elixir Golem
Valkyrie
Witch Electro Wizard Magic Archer
Hog Rider
Skeleton Army
Electro Wizard Magic Archer
Witch
Valkyrie Royal Ghost Electro Wizard
Royal Ghost
Witch Electro Wizard
Electro Wizard
Valkyrie Skeleton Army Witch Royal Ghost Magic Archer
Magic Archer
Valkyrie Skeleton Army Electro 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.

Valkyrie Electro Wizard Magic Archer
Skeleton Army Valkyrie Witch Electro Wizard
Skeleton Army Witch Valkyrie Electro Wizard
Skeleton Army Witch Valkyrie Electro Wizard
Valkyrie Skeleton Army
Skeleton Army Valkyrie Royal Ghost Electro Wizard Magic Archer
Electro Wizard Witch Magic Archer
Valkyrie Electro Wizard Magic Archer
Witch Skeleton Army
Skeleton Army Valkyrie Royal Ghost Electro Wizard
Valkyrie Skeleton Army Witch Electro Wizard Royal Ghost Magic Archer
Witch Electro Wizard Magic Archer
Skeleton Army Valkyrie Witch Electro Wizard
Valkyrie Skeleton Army Witch Royal Ghost Electro Wizard Magic Archer
Skeleton Army Electro Wizard
Skeleton Army Electro Wizard
Valkyrie Skeleton Army Witch Electro Wizard
Valkyrie Skeleton Army Witch Royal Ghost Electro Wizard Magic Archer
Valkyrie Witch Royal Ghost Electro Wizard Magic Archer
Electro Wizard
Valkyrie Skeleton Army Royal Ghost Witch Electro Wizard

Counters to secondary win conditions

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

Valkyrie Skeleton Army Witch Royal Ghost Electro Wizard
Electro Wizard Valkyrie Royal Ghost Magic Archer
Skeleton Army Valkyrie Witch Electro Wizard
Valkyrie Skeleton Army Electro Wizard
Valkyrie Skeleton Army Witch
Witch Electro Wizard Magic Archer
Skeleton Army Valkyrie Witch Electro Wizard
Valkyrie Skeleton Army
Electro Wizard Valkyrie Skeleton Army Witch Magic Archer
Witch Skeleton Army
Valkyrie Witch
Skeleton Army Valkyrie Electro Wizard
Skeleton Army Valkyrie Witch
Valkyrie Skeleton Army Witch Magic Archer
Skeleton Army Witch Electro Wizard Valkyrie Magic Archer
Valkyrie Witch Royal Ghost Electro Wizard Magic Archer
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.)

Magic Archer Valkyrie Royal Ghost
Royal Ghost Electro Wizard Magic Archer
Magic Archer
Valkyrie
Valkyrie Magic Archer
Witch Magic Archer
Witch Magic Archer
Magic Archer
Electro Wizard
Valkyrie Electro Wizard Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Witch Magic Archer
Magic Archer
Electro Wizard Magic Archer
Valkyrie Witch Magic Archer
Magic Archer
Valkyrie Witch Magic Archer
Witch
Witch Royal Ghost Electro Wizard Magic Archer
Witch Magic Archer
Magic Archer
Witch Electro Wizard Magic Archer
Electro Wizard Witch
Magic Archer
Electro Wizard Magic Archer
Magic Archer
Electro Wizard Skeleton Army Witch Magic Archer
Witch Electro Wizard Magic Archer
Valkyrie Electro Wizard Magic Archer
Magic Archer
Witch Electro Wizard Magic Archer
Witch Electro Wizard Magic Archer
Witch Royal Ghost Electro Wizard Magic Archer

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