My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Wizard Witch Night 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.

Valkyrie Giant Wizard Witch Balloon Night Witch

Offensive cards

Win conditions

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

Giant Balloon

Damage spells

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

Rage

Punishments

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

Giant 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.

Valkyrie Giant Balloon

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

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
Giant Skeleton Army Balloon Night Witch
Giant Snowball
Skeleton Army Witch Balloon Night Witch
Zap
Skeleton Army Witch Balloon Night Witch
Barbarian Barrel
Valkyrie Wizard Skeleton Army Witch Night Witch
The Log
Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch Night Witch
Royal Delivery
Valkyrie Wizard Skeleton Army Witch Balloon Night Witch
Fireball
Wizard Skeleton Army Witch Balloon Night Witch
Poison
Wizard Skeleton Army Witch Balloon Night Witch
Lightning
Valkyrie Wizard Witch Balloon Night Witch
Rocket
Valkyrie Wizard Witch Balloon Night 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 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.

Valkyrie Rage Skeleton Army Night Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Skeleton Army Valkyrie Night Witch Giant Wizard Witch Balloon

Shortest cycle

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

13 Rage Skeleton Army Valkyrie Night Witch

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.

Valkyrie
Balloon Giant Wizard Witch
Giant
Rage Night Witch Valkyrie Wizard Witch Balloon
Wizard
Valkyrie Giant Rage Balloon
Rage
Giant Witch Balloon Wizard Night Witch
Skeleton Army
Witch
Rage Valkyrie Giant
Balloon
Valkyrie Rage Giant Wizard
Night Witch
Giant Rage

Defense Synergies 0 4

Valkyrie
Wizard Witch Night Witch
Giant
Wizard
Valkyrie Skeleton Army
Rage
Skeleton Army
Wizard
Witch
Valkyrie
Balloon
Night Witch
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
Skeleton Army Valkyrie Witch Night Witch
Skeleton Army Witch Valkyrie Night Witch
Skeleton Army Witch Night Witch Valkyrie
Valkyrie Skeleton Army
Skeleton Army Valkyrie Night Witch
Wizard Witch Night Witch
Valkyrie
Witch Skeleton Army Night Witch
Skeleton Army Valkyrie Night Witch
Valkyrie Skeleton Army Witch Wizard Night Witch
Wizard Witch Night Witch
Skeleton Army Night Witch Valkyrie Wizard Witch
Valkyrie Wizard Skeleton Army Witch Night Witch
Skeleton Army
Skeleton Army
Wizard Valkyrie Skeleton Army Witch Night Witch
Valkyrie Wizard Skeleton Army Witch Night Witch
Valkyrie Wizard Witch
Valkyrie Wizard Skeleton Army Witch Night Witch

Counters to secondary win conditions

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

Valkyrie Skeleton Army Witch
Valkyrie Wizard
Skeleton Army Valkyrie Witch
Valkyrie Skeleton Army Night Witch
Valkyrie Skeleton Army Witch Night Witch
Wizard Witch
Skeleton Army Valkyrie Witch Night Witch
Valkyrie Skeleton Army
Valkyrie Skeleton Army Witch
Witch Skeleton Army
Valkyrie Witch
Skeleton Army Valkyrie
Skeleton Army Valkyrie Wizard Witch Night Witch
Wizard Valkyrie Skeleton Army Witch
Skeleton Army Witch Valkyrie Night Witch
Valkyrie 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.)

Valkyrie
Valkyrie
Wizard Valkyrie
Wizard Witch
Wizard Witch
Wizard
Wizard
Night Witch
Valkyrie Wizard
Wizard
Wizard Witch
Wizard
Night Witch
Wizard
Valkyrie Wizard Witch
Night Witch
Wizard
Valkyrie Wizard Witch
Witch
Wizard Witch
Wizard Witch
Wizard Witch Night Witch
Wizard Witch
Night Witch
Wizard Night Witch
Wizard
Skeleton Army Witch Night Witch
Wizard Witch
Valkyrie Wizard
Wizard
Witch
Witch
Witch
Wizard

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