My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!
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 Night Witch Little Prince

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.

Bats Valkyrie Wizard Witch Night Witch Mega Knight Little 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.

Arrows

Punishments

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

Mega Knight

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 Mega Knight

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 Night Witch
Giant Snowball
Bats Witch Night Witch Little Prince
Zap
Bats Witch Night Witch Little Prince
Barbarian Barrel
Valkyrie Wizard Witch Night Witch Little Prince
The Log
Witch Little Prince
Earthquake
Witch
Arrows
Bats Witch Night Witch Little Prince
Royal Delivery
Bats Valkyrie Wizard Witch Night Witch Little Prince
Fireball
Wizard Witch Night Witch Little Prince
Poison
Bats Wizard Witch Night Witch Little Prince
Lightning
Valkyrie Wizard Witch Night Witch Little Prince
Rocket
Valkyrie Wizard Witch Night Witch Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Mega Knight

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.

Bats Arrows Valkyrie Night Witch Mega Knight

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Little Prince Valkyrie Night Witch Wizard Witch Mega Knight

Shortest cycle

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

12 Bats Arrows Little Prince Valkyrie

Attack Synergies 2 8

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
Valkyrie Mega Knight
Arrows
Night Witch Mega Knight
Valkyrie
Bats Wizard Witch Little Prince
Wizard
Valkyrie Mega Knight
Witch
Valkyrie Mega Knight
Night Witch
Arrows Mega Knight
Mega Knight
Bats Arrows Wizard Witch Night Witch
Little Prince
Valkyrie

Defense Synergies 1 11

Bats
Valkyrie Mega Knight
Arrows
Mega Knight Valkyrie Little Prince
Valkyrie
Bats Arrows Wizard Witch Night Witch Little Prince
Wizard
Valkyrie Mega Knight
Witch
Valkyrie Mega Knight
Night Witch
Valkyrie Mega Knight
Mega Knight
Arrows Bats Wizard Witch Night Witch
Little Prince
Arrows Valkyrie

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 Wizard
Bats Valkyrie Witch Night Witch Mega Knight
Witch Mega Knight Bats Valkyrie Night Witch
Witch Night Witch Bats Valkyrie Mega Knight
Arrows Valkyrie Mega Knight
Arrows Bats Valkyrie Night Witch Mega Knight
Bats Arrows Wizard Witch Night Witch Little Prince
Arrows Valkyrie Mega Knight
Witch Night Witch
Valkyrie Night Witch Mega Knight Little Prince
Bats Valkyrie Witch Arrows Wizard Night Witch Mega Knight
Arrows Bats Wizard Witch Night Witch
Night Witch Mega Knight Bats Valkyrie Wizard Witch
Valkyrie Wizard Mega Knight Bats Arrows Witch Night Witch
Mega Knight
Mega Knight
Wizard Mega Knight Bats Arrows Valkyrie Witch Night Witch
Arrows Mega Knight Bats Valkyrie Wizard Witch Night Witch Little Prince
Arrows Valkyrie Wizard Witch Bats Mega Knight Little Prince
Valkyrie Wizard Mega Knight Bats Arrows Witch Night Witch Little Prince

Counters to secondary win conditions

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

Valkyrie Mega Knight Witch
Arrows Valkyrie Wizard Mega Knight
Mega Knight Bats Valkyrie Witch
Valkyrie Mega Knight Bats Night Witch
Valkyrie Witch Night Witch Mega Knight
Arrows Wizard Bats Witch
Bats Valkyrie Witch Night Witch
Mega Knight Valkyrie
Mega Knight Bats Valkyrie Witch
Witch
Mega Knight Bats Valkyrie Witch
Mega Knight Arrows Valkyrie
Mega Knight Valkyrie Wizard Witch Night Witch
Wizard Valkyrie Witch Mega Knight
Witch Bats Valkyrie Night Witch Little Prince
Bats Arrows Valkyrie Mega Knight Wizard Witch
Arrows

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
Arrows
Arrows Valkyrie
Wizard Arrows Valkyrie Mega Knight
Arrows Wizard Bats Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Bats Night Witch
Arrows Valkyrie Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Bats Night Witch
Arrows Wizard Mega Knight
Arrows Valkyrie Wizard Witch Mega Knight Little Prince
Night Witch Mega Knight
Arrows Wizard
Arrows
Arrows Valkyrie Wizard Witch Mega Knight Little Prince
Witch
Arrows Wizard Witch
Arrows Wizard Witch Mega Knight
Arrows
Bats Arrows Wizard Witch Night Witch Little Prince
Bats Wizard Witch
Night Witch
Arrows Wizard Night Witch Mega Knight
Arrows
Mega Knight
Arrows Wizard
Bats Witch Night Witch
Arrows Wizard Witch
Arrows
Valkyrie Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Bats Witch
Bats Witch
Witch Mega Knight Little Prince
Wizard Mega Knight

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