My Best Clash Royale Deck

Deck Check Rating

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

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.

Minions 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.

Knight Valkyrie Witch

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 Rage The Log

Punishments

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

Elite Barbarians

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.

Knight Elite Barbarians Valkyrie

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.

Elite Barbarians 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
Minions Elite Barbarians
Giant Snowball
Minions Witch
Zap
Minions Witch
Barbarian Barrel
Knight Elite Barbarians Valkyrie Witch
The Log
Elite Barbarians Witch
Earthquake
Witch
Arrows
Minions Witch
Royal Delivery
Knight Minions Elite Barbarians Valkyrie Witch
Fireball
Minions Elite Barbarians Witch
Poison
Minions Witch
Lightning
Knight Elite Barbarians Valkyrie Witch
Rocket
Elite Barbarians Valkyrie Witch

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 The Log

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 Knight Valkyrie Rage

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.

Elite Barbarians

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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Rage The Log Arrows Knight Minions Valkyrie Witch Elite Barbarians

Shortest cycle

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

10 Rage The Log Arrows Knight

Attack Synergies 6 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.

Arrows
Elite Barbarians Knight
Knight
Minions Arrows Elite Barbarians Witch The Log
Minions
Knight Rage Elite Barbarians Valkyrie
Elite Barbarians
Arrows Valkyrie Rage Knight Minions The Log
Valkyrie
Elite Barbarians Minions Witch
Rage
Minions Elite Barbarians Witch
Witch
Rage Knight Valkyrie
The Log
Knight Elite Barbarians

Defense Synergies 3 9

Arrows
Knight Valkyrie
Knight
Minions Arrows Witch The Log
Minions
Knight Valkyrie The Log
Elite Barbarians
Valkyrie The Log
Valkyrie
Minions Elite Barbarians Arrows Witch The Log
Rage
Witch
Knight Valkyrie The Log
The Log
Knight Minions Elite Barbarians 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.

Knight Minions Valkyrie The Log
Elite Barbarians Knight Minions Valkyrie Witch The Log
Witch Knight Minions Elite Barbarians Valkyrie
Elite Barbarians Witch Knight Minions Valkyrie
Arrows Elite Barbarians Valkyrie The Log
Arrows The Log Minions Valkyrie
Minions Arrows Witch
Arrows Valkyrie The Log
Witch Minions Elite Barbarians
Knight Elite Barbarians Valkyrie
Minions Valkyrie Witch Arrows Knight The Log
Arrows Minions Witch
Knight Minions Elite Barbarians Valkyrie Witch The Log
Valkyrie Arrows Minions Witch The Log
Elite Barbarians Knight
Elite Barbarians The Log
Arrows Knight Minions Elite Barbarians Valkyrie Witch
Arrows Valkyrie Knight Minions Elite Barbarians Witch The Log
Arrows Valkyrie Witch The Log Knight Minions
Elite Barbarians
Valkyrie Arrows Knight Minions Elite Barbarians Witch The Log

Counters to secondary win conditions

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

Knight Valkyrie Elite Barbarians Witch
Arrows Knight Elite Barbarians Valkyrie The Log
Knight Minions Elite Barbarians Valkyrie Witch The Log
Valkyrie Knight Elite Barbarians The Log
Knight Elite Barbarians Valkyrie Witch
Arrows Minions Witch
Knight Minions Elite Barbarians Valkyrie Witch
Knight Elite Barbarians Valkyrie
Knight Minions Elite Barbarians Valkyrie Witch The Log
Witch
Knight Minions Elite Barbarians Valkyrie Witch
Arrows Elite Barbarians Valkyrie The Log
Elite Barbarians Knight Valkyrie Witch
Valkyrie Witch
Elite Barbarians Witch Knight Minions Valkyrie The Log
Arrows Minions Valkyrie Elite Barbarians Witch The Log
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 Knight Valkyrie The Log
Arrows The Log
Arrows The Log
Arrows Knight Valkyrie The Log
Arrows Valkyrie The Log
Arrows Minions Witch
Arrows Witch The Log
Arrows The Log
Arrows The Log
Minions Elite Barbarians
Arrows Knight Valkyrie The Log
Arrows
Knight Elite Barbarians The Log
Arrows Minions
Arrows Elite Barbarians The Log
Arrows Witch The Log
Arrows The Log
Arrows
Minions
Arrows The Log
Arrows Valkyrie Witch The Log
Minions The Log
Arrows
The Log
Arrows The Log
Arrows The Log Valkyrie Witch
Witch
Arrows The Log Witch
Arrows Witch The Log
Arrows The Log
Elite Barbarians Arrows Witch
Minions Witch
Elite Barbarians
Arrows The Log
Arrows
Arrows The Log
Minions Witch
Arrows Witch
Arrows The Log
Knight Valkyrie
Arrows The Log
Arrows
Elite Barbarians
Minions Elite Barbarians Witch The Log
Witch
Witch The Log

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