My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Witch Electro Wizard Archer Queen

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.

Skeletons Knight Valkyrie Witch Electro Wizard Mega Knight Archer Queen

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.

The Log

Punishments

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

Mega Knight

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 Valkyrie Mega Knight Archer Queen

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 Electro Wizard

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
Skeletons
Giant Snowball
Skeletons Witch
Zap
Skeletons Witch
Barbarian Barrel
Skeletons Knight Valkyrie Witch Electro Wizard
The Log
Skeletons Witch
Earthquake
Skeletons Witch
Arrows
Skeletons Witch
Royal Delivery
Skeletons Knight Valkyrie Witch Electro Wizard
Fireball
Witch Electro Wizard
Poison
Witch Electro Wizard
Lightning
Knight Valkyrie Witch Electro Wizard Archer Queen
Rocket
Valkyrie Witch Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie The Log Mega Knight

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.

Knight Valkyrie Mega Knight

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 Electro Wizard

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.

Skeletons The Log Knight Valkyrie Electro Wizard Witch Archer Queen Mega Knight

Shortest cycle

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

10 Skeletons The Log Knight Valkyrie

Attack Synergies 0 11

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.

Skeletons
Knight
Witch The Log Electro Wizard Archer Queen
Valkyrie
Witch Electro Wizard Archer Queen
Witch
Knight Valkyrie Mega Knight
The Log
Knight Mega Knight
Electro Wizard
Knight Valkyrie Mega Knight
Mega Knight
Witch The Log Electro Wizard Archer Queen
Archer Queen
Knight Valkyrie Mega Knight

Defense Synergies 3 17

Skeletons
Knight Witch The Log Electro Wizard Archer Queen
Knight
Electro Wizard Archer Queen Skeletons Witch The Log
Valkyrie
Witch The Log Electro Wizard Archer Queen
Witch
Skeletons Knight Valkyrie The Log Electro Wizard Mega Knight
The Log
Archer Queen Skeletons Knight Valkyrie Witch Electro Wizard Mega Knight
Electro Wizard
Knight Skeletons Valkyrie Witch The Log Mega Knight
Mega Knight
Witch The Log Electro Wizard
Archer Queen
Knight The Log Skeletons 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.

Knight Valkyrie The Log Electro Wizard
Skeletons Knight Valkyrie Witch The Log Electro Wizard Mega Knight
Witch Mega Knight Skeletons Knight Valkyrie Electro Wizard
Witch Skeletons Knight Valkyrie Electro Wizard Mega Knight
Valkyrie The Log Mega Knight
The Log Skeletons Valkyrie Electro Wizard Mega Knight
Electro Wizard Witch
Valkyrie The Log Electro Wizard Mega Knight
Witch Skeletons Archer Queen
Knight Skeletons Valkyrie Electro Wizard Mega Knight
Valkyrie Witch Electro Wizard Skeletons Knight The Log Mega Knight
Witch Electro Wizard
Mega Knight Skeletons Knight Valkyrie Witch The Log Electro Wizard
Valkyrie Mega Knight Witch The Log Electro Wizard
Knight Electro Wizard Mega Knight
The Log Electro Wizard Mega Knight
Mega Knight Skeletons Knight Valkyrie Witch Electro Wizard
Valkyrie Mega Knight Knight Witch The Log Electro Wizard
Valkyrie Witch The Log Knight Electro Wizard Mega Knight
Electro Wizard
Valkyrie Mega Knight Knight Witch The Log Electro Wizard
Archer Queen

Counters to secondary win conditions

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

Knight Valkyrie Mega Knight Skeletons Witch Electro Wizard
Electro Wizard Knight Valkyrie The Log Mega Knight
Mega Knight Skeletons Knight Valkyrie Witch The Log Electro Wizard
Valkyrie Mega Knight Knight The Log Electro Wizard
Skeletons Knight Valkyrie Witch Mega Knight
Skeletons Witch Electro Wizard
Skeletons Knight Valkyrie Witch Electro Wizard
Mega Knight Knight Valkyrie
Electro Wizard Mega Knight Skeletons Knight Valkyrie Witch The Log
Witch Skeletons
Mega Knight Knight Valkyrie Witch
Mega Knight Valkyrie The Log Electro Wizard Archer Queen
Mega Knight Skeletons Knight Valkyrie Witch
Valkyrie Witch Mega Knight
Witch Electro Wizard Skeletons Knight Valkyrie The Log Archer Queen
Valkyrie Mega Knight Witch The Log Electro Wizard Archer Queen
Electro Wizard

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.)

Knight Valkyrie The Log
The Log Electro Wizard
The Log
Knight Valkyrie The Log
Valkyrie The Log Mega Knight
Witch
Witch The Log
The Log
The Log
Electro Wizard
Knight Valkyrie The Log Electro Wizard
Archer Queen
Knight The Log
The Log
Witch The Log
The Log Mega Knight
The Log Electro Wizard Mega Knight
Valkyrie Witch The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Valkyrie Witch Mega Knight
Witch
The Log Witch Electro Wizard
Witch The Log Mega Knight
The Log
Witch Electro Wizard
Electro Wizard Witch
The Log Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Witch
Witch Electro Wizard Archer Queen
The Log
Knight Valkyrie Electro Wizard Mega Knight
The Log
Archer Queen
Mega Knight Archer Queen
Witch The Log Electro Wizard Archer Queen
Witch Electro Wizard Archer Queen
Witch The Log Electro Wizard Mega Knight Archer Queen
Mega Knight

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