My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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.

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 Witch Prince

Offensive cards

Win conditions

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

Giant Royal Hogs Goblin Barrel

Damage spells

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

Arrows Fireball

Punishments

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

Giant Royal Hogs Goblin Barrel Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Valkyrie Giant Royal Hogs 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 Royal Hogs Goblin Barrel

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 Royal Hogs Goblin Barrel Prince
Giant Snowball
Royal Hogs Goblin Barrel Witch
Zap
Royal Hogs Goblin Barrel Witch Prince
Barbarian Barrel
Valkyrie Royal Hogs Goblin Barrel Witch
The Log
Royal Hogs Goblin Barrel Witch Prince
Earthquake
Royal Hogs Goblin Barrel Witch
Arrows
Royal Hogs Goblin Barrel Witch
Royal Delivery
Valkyrie Royal Hogs Goblin Barrel Witch Prince
Fireball
Royal Hogs Goblin Barrel Witch
Poison
Royal Hogs Witch
Lightning
Valkyrie Witch Prince
Rocket
Valkyrie Royal Hogs Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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 Valkyrie 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.

Fireball Goblin Barrel

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.

Fireball Goblin Barrel 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.

Arrows Goblin Barrel Fireball Valkyrie Giant Royal Hogs Witch Prince

Shortest cycle

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

14 Arrows Goblin Barrel Fireball Valkyrie

Attack Synergies 8 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.

Arrows
Fireball Giant Royal Hogs Goblin Barrel Prince
Fireball
Arrows Giant Royal Hogs
Valkyrie
Goblin Barrel Prince Giant Royal Hogs Witch
Giant
Arrows Goblin Barrel Prince Fireball Valkyrie Witch
Royal Hogs
Arrows Fireball Valkyrie Goblin Barrel
Goblin Barrel
Valkyrie Giant Prince Arrows Royal Hogs
Witch
Valkyrie Giant Prince
Prince
Valkyrie Giant Goblin Barrel Arrows Witch

Defense Synergies 0 7

Arrows
Fireball Valkyrie Prince
Fireball
Arrows Valkyrie
Valkyrie
Arrows Fireball Witch Prince
Giant
Royal Hogs
Goblin Barrel
Witch
Valkyrie Prince
Prince
Arrows Valkyrie 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.

Fireball Valkyrie
Valkyrie Witch Prince
Witch Prince Valkyrie
Witch Prince Valkyrie
Arrows Fireball Valkyrie Prince
Arrows Fireball Valkyrie
Arrows Fireball Witch
Arrows Fireball Valkyrie
Witch Prince
Valkyrie Prince
Valkyrie Witch Arrows Fireball
Arrows Fireball Witch
Prince Fireball Valkyrie Witch
Fireball Valkyrie Arrows Witch Prince
Prince
Fireball Prince
Arrows Fireball Valkyrie Witch Prince
Arrows Fireball Valkyrie Witch Prince
Arrows Valkyrie Witch Fireball
Prince
Valkyrie Arrows Fireball Witch Prince

Counters to secondary win conditions

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

Valkyrie Fireball Witch Prince
Fireball Arrows Valkyrie Prince
Valkyrie Witch Prince
Valkyrie Prince Fireball
Valkyrie Witch Prince
Arrows Fireball Witch
Prince Fireball Valkyrie Witch
Valkyrie Prince
Fireball Valkyrie Witch Prince
Witch
Valkyrie Witch Prince
Arrows Fireball Valkyrie Prince
Prince Fireball Valkyrie Witch
Fireball Valkyrie Witch
Witch Fireball Valkyrie Prince
Arrows Valkyrie Fireball Witch
Arrows Fireball

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.)

Fireball Arrows Valkyrie
Arrows Fireball
Arrows Fireball
Arrows Fireball Valkyrie Prince
Fireball Arrows Valkyrie
Arrows Fireball Witch
Arrows Witch
Arrows Fireball
Arrows Fireball
Fireball Prince
Arrows Fireball Valkyrie Prince
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball Prince
Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Arrows Fireball Prince
Arrows Fireball Valkyrie Witch
Fireball Prince
Arrows Fireball
Prince
Arrows Fireball
Arrows Fireball Valkyrie Witch
Witch
Arrows Fireball Witch
Fireball Arrows Witch Prince
Fireball Arrows
Arrows Fireball Witch
Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
Prince
Arrows Fireball
Fireball Witch Prince
Fireball Arrows Witch
Arrows Fireball
Fireball Valkyrie Prince
Arrows Fireball
Arrows Fireball
Prince
Fireball Witch
Fireball Witch
Fireball Witch Prince
Prince
Fireball

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