My Best Clash Royale Deck

Deck Check Rating

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

3 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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!
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!
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.

Witch

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.

Elixir Golem Valkyrie Witch Balloon Giant Skeleton

Offensive cards

Win conditions

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

Elixir Golem Balloon

Damage spells

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

Arrows Rage

Punishments

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

Elixir Golem Balloon

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 Balloon Giant Skeleton

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 Balloon Giant Skeleton

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 Balloon Giant Skeleton
Giant Snowball
Cannon Witch Balloon
Zap
Cannon Witch Balloon
Barbarian Barrel
Cannon Elixir Golem Valkyrie Witch Giant Skeleton
The Log
Cannon Elixir Golem Witch Giant Skeleton
Earthquake
Cannon Elixir Golem Witch
Arrows
Witch
Royal Delivery
Elixir Golem Valkyrie Witch Balloon Giant Skeleton
Fireball
Cannon Elixir Golem Witch Balloon
Poison
Cannon Elixir Golem Witch Balloon
Lightning
Cannon Valkyrie Witch Balloon
Rocket
Valkyrie Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie

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 Elixir Golem Valkyrie Rage Giant Skeleton

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

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.

Rage Arrows Cannon Elixir Golem Valkyrie Witch Balloon Giant Skeleton

Shortest cycle

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

11 Rage Arrows Cannon Elixir Golem

Attack Synergies 5 9

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.

Arrows
Balloon Elixir Golem Giant Skeleton
Cannon
Elixir Golem
Rage Arrows Witch Balloon
Valkyrie
Balloon Witch Giant Skeleton
Rage
Elixir Golem Witch Balloon Giant Skeleton
Witch
Rage Elixir Golem Valkyrie Giant Skeleton
Balloon
Arrows Valkyrie Rage Elixir Golem Giant Skeleton
Giant Skeleton
Arrows Valkyrie Rage Witch Balloon

Defense Synergies 0 7

Arrows
Cannon Valkyrie Giant Skeleton
Cannon
Arrows Valkyrie Witch
Elixir Golem
Valkyrie
Arrows Cannon Witch
Rage
Witch
Cannon Valkyrie Giant Skeleton
Balloon
Giant Skeleton
Arrows 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.

Cannon Valkyrie
Cannon Valkyrie Witch
Cannon Witch Valkyrie Giant Skeleton
Cannon Witch Valkyrie
Arrows Valkyrie Giant Skeleton
Arrows Cannon Valkyrie
Arrows Cannon Witch
Arrows Cannon Valkyrie Giant Skeleton
Cannon Witch
Cannon Valkyrie Giant Skeleton
Valkyrie Witch Arrows Cannon Giant Skeleton
Arrows Witch
Cannon Valkyrie Witch Giant Skeleton
Valkyrie Arrows Cannon Witch
Cannon
Cannon
Arrows Cannon Valkyrie Witch
Arrows Cannon Valkyrie Witch
Arrows Valkyrie Witch Cannon Giant Skeleton
Cannon
Valkyrie Arrows Cannon Witch Giant Skeleton
Cannon

Counters to secondary win conditions

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

Valkyrie Witch Giant Skeleton
Arrows Valkyrie
Giant Skeleton Valkyrie Witch
Valkyrie Giant Skeleton
Giant Skeleton Cannon Valkyrie Witch
Arrows Witch
Valkyrie Witch Giant Skeleton
Giant Skeleton Valkyrie
Giant Skeleton Valkyrie Witch
Witch Cannon
Valkyrie Witch Giant Skeleton
Arrows Valkyrie Giant Skeleton
Giant Skeleton Cannon Valkyrie Witch
Cannon Valkyrie Witch
Witch Valkyrie Giant Skeleton
Arrows Valkyrie Cannon Witch Giant Skeleton
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 Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Valkyrie Giant Skeleton
Arrows Valkyrie
Arrows Witch
Arrows Witch
Arrows
Arrows
Arrows Valkyrie
Arrows
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Arrows
Arrows Valkyrie Witch
Giant Skeleton
Arrows
Arrows
Arrows Valkyrie Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Arrows Witch
Witch
Arrows
Arrows
Giant Skeleton
Arrows
Witch
Arrows Witch
Arrows
Valkyrie
Arrows
Arrows Giant Skeleton
Witch Giant Skeleton
Witch
Witch Giant Skeleton

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