My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Goblin Hut Wizard Baby Dragon Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Valkyrie Goblin Hut Wizard Baby Dragon Witch Giant Skeleton

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.

Fireball

Pump responses

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

Fireball

Dropped at the bridge

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

Valkyrie Baby Dragon 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 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
Skeleton Army Giant Skeleton
Giant Snowball
Goblin Hut Skeleton Army Baby Dragon Witch
Zap
Goblin Hut Skeleton Army Witch
Barbarian Barrel
Valkyrie Goblin Hut Wizard Skeleton Army Witch Giant Skeleton
The Log
Goblin Hut Skeleton Army Witch Giant Skeleton
Earthquake
Goblin Hut Skeleton Army Witch
Arrows
Goblin Hut Skeleton Army Witch
Royal Delivery
Valkyrie Goblin Hut Wizard Skeleton Army Baby Dragon Witch Giant Skeleton
Fireball
Goblin Hut Wizard Skeleton Army Baby Dragon Witch
Poison
Goblin Hut Wizard Skeleton Army Witch
Lightning
Valkyrie Goblin Hut Wizard Baby Dragon Witch
Rocket
Valkyrie Goblin Hut Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Wizard Baby Dragon

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 Skeleton Army Baby Dragon Giant Skeleton

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 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.

Fireball 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.

Skeleton Army Fireball Valkyrie Baby Dragon Goblin Hut Wizard Witch Giant Skeleton

Shortest cycle

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

15 Skeleton Army Fireball Valkyrie Baby Dragon

Attack Synergies 0 12

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.

Fireball
Baby Dragon
Valkyrie
Goblin Hut Wizard Baby Dragon Witch Giant Skeleton
Goblin Hut
Valkyrie Baby Dragon Giant Skeleton
Wizard
Valkyrie Giant Skeleton
Skeleton Army
Baby Dragon
Fireball Valkyrie Goblin Hut Witch Giant Skeleton
Witch
Valkyrie Baby Dragon Giant Skeleton
Giant Skeleton
Valkyrie Goblin Hut Wizard Baby Dragon Witch

Defense Synergies 0 16

Fireball
Valkyrie Goblin Hut
Valkyrie
Fireball Goblin Hut Wizard Baby Dragon Witch
Goblin Hut
Fireball Valkyrie Wizard Skeleton Army Baby Dragon Giant Skeleton
Wizard
Valkyrie Goblin Hut Skeleton Army Giant Skeleton
Skeleton Army
Goblin Hut Wizard Giant Skeleton
Baby Dragon
Valkyrie Goblin Hut Witch Giant Skeleton
Witch
Valkyrie Baby Dragon Giant Skeleton
Giant Skeleton
Goblin Hut Wizard Skeleton Army Baby Dragon 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 Goblin Hut Wizard Baby Dragon
Skeleton Army Valkyrie Goblin Hut Witch
Goblin Hut Skeleton Army Witch Valkyrie Giant Skeleton
Goblin Hut Skeleton Army Witch Valkyrie
Fireball Valkyrie Skeleton Army Giant Skeleton
Fireball Skeleton Army Valkyrie Baby Dragon
Fireball Goblin Hut Wizard Baby Dragon Witch
Fireball Valkyrie Baby Dragon Giant Skeleton
Witch Goblin Hut Skeleton Army
Skeleton Army Valkyrie Giant Skeleton
Valkyrie Skeleton Army Witch Fireball Goblin Hut Wizard Baby Dragon Giant Skeleton
Fireball Goblin Hut Wizard Baby Dragon Witch
Goblin Hut Skeleton Army Fireball Valkyrie Wizard Witch Giant Skeleton
Fireball Valkyrie Wizard Skeleton Army Goblin Hut Baby Dragon Witch
Skeleton Army Goblin Hut
Skeleton Army Fireball Goblin Hut
Wizard Fireball Valkyrie Goblin Hut Skeleton Army Witch
Fireball Valkyrie Goblin Hut Wizard Skeleton Army Baby Dragon Witch
Valkyrie Wizard Baby Dragon Witch Fireball Goblin Hut Giant Skeleton
Goblin Hut
Valkyrie Wizard Skeleton Army Fireball Baby Dragon Witch Giant Skeleton

Counters to secondary win conditions

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

Valkyrie Skeleton Army Fireball Goblin Hut Witch Giant Skeleton
Fireball Valkyrie Wizard Baby Dragon
Skeleton Army Giant Skeleton Valkyrie Goblin Hut Witch
Valkyrie Skeleton Army Giant Skeleton Fireball
Giant Skeleton Valkyrie Goblin Hut Skeleton Army Witch
Fireball Wizard Goblin Hut Baby Dragon Witch
Skeleton Army Fireball Valkyrie Goblin Hut Witch Giant Skeleton
Giant Skeleton Valkyrie Skeleton Army
Giant Skeleton Fireball Valkyrie Goblin Hut Skeleton Army Baby Dragon Witch
Witch Goblin Hut Skeleton Army
Valkyrie Goblin Hut Witch Giant Skeleton
Skeleton Army Fireball Valkyrie Giant Skeleton
Skeleton Army Giant Skeleton Fireball Valkyrie Wizard Witch
Wizard Fireball Valkyrie Skeleton Army Baby Dragon Witch
Goblin Hut Skeleton Army Witch Fireball Valkyrie Baby Dragon Giant Skeleton
Valkyrie Fireball Goblin Hut Wizard Baby Dragon Witch Giant Skeleton
Fireball Goblin Hut

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 Valkyrie Baby Dragon Giant Skeleton
Fireball Baby Dragon
Fireball Goblin Hut Baby Dragon Giant Skeleton
Fireball Valkyrie Giant Skeleton
Fireball Wizard Valkyrie Baby Dragon
Fireball Wizard Baby Dragon Witch
Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon
Fireball Wizard
Fireball
Fireball Valkyrie Wizard
Fireball Wizard Baby Dragon
Fireball Goblin Hut Baby Dragon
Fireball Baby Dragon
Fireball Goblin Hut Baby Dragon
Fireball Goblin Hut Wizard Baby Dragon Witch
Fireball Goblin Hut Wizard Baby Dragon
Fireball
Fireball Wizard Baby Dragon
Fireball Valkyrie Wizard Baby Dragon Witch
Fireball Baby Dragon Giant Skeleton
Fireball Wizard
Fireball Baby Dragon
Fireball Valkyrie Wizard Baby Dragon Witch
Witch
Fireball Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon Witch
Fireball Baby Dragon
Fireball Wizard Baby Dragon Witch
Fireball Goblin Hut Wizard Witch
Fireball
Fireball Wizard
Fireball
Giant Skeleton
Fireball Wizard
Fireball Goblin Hut Skeleton Army Witch
Fireball Wizard Baby Dragon Witch
Fireball
Fireball Valkyrie Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Giant Skeleton
Fireball Baby Dragon Witch Giant Skeleton
Fireball Witch
Fireball Baby Dragon Witch Giant Skeleton
Fireball Wizard

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