My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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 Inferno Dragon

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.

Elixir Golem Valkyrie Wizard Witch Giant Skeleton Inferno Dragon

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows

Punishments

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

Elixir Golem

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.

Elixir Golem Valkyrie 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
Elixir Golem Clone Giant Skeleton Inferno Dragon
Giant Snowball
Clone Witch Inferno Dragon
Zap
Clone Witch Inferno Dragon
Barbarian Barrel
Elixir Golem Valkyrie Wizard Clone Witch Giant Skeleton
The Log
Elixir Golem Clone Witch Giant Skeleton
Earthquake
Elixir Golem Clone Witch
Arrows
Clone Witch
Royal Delivery
Elixir Golem Valkyrie Wizard Clone Witch Giant Skeleton Inferno Dragon
Fireball
Elixir Golem Wizard Clone Witch Inferno Dragon
Poison
Elixir Golem Wizard Clone Witch
Lightning
Valkyrie Wizard Witch Inferno Dragon
Rocket
Valkyrie Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard

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 Elixir Golem Valkyrie Clone Giant Skeleton Inferno Dragon

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Elixir Golem Clone Valkyrie Inferno Dragon Wizard Witch Giant Skeleton

Shortest cycle

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

13 Arrows Elixir Golem Clone Valkyrie

Attack Synergies 1 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.

Arrows
Elixir Golem Giant Skeleton
Elixir Golem
Arrows Wizard Witch Inferno Dragon
Valkyrie
Wizard Witch Giant Skeleton
Wizard
Elixir Golem Valkyrie Giant Skeleton
Clone
Giant Skeleton Witch Inferno Dragon
Witch
Elixir Golem Valkyrie Clone Giant Skeleton
Giant Skeleton
Clone Arrows Valkyrie Wizard Witch
Inferno Dragon
Elixir Golem Clone

Defense Synergies 0 6

Arrows
Valkyrie Giant Skeleton
Elixir Golem
Valkyrie
Arrows Wizard Witch
Wizard
Valkyrie Giant Skeleton
Clone
Witch
Valkyrie Giant Skeleton
Giant Skeleton
Arrows Wizard Witch
Inferno Dragon

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
Inferno Dragon Valkyrie Witch
Witch Valkyrie Giant Skeleton Inferno Dragon
Witch Inferno Dragon Valkyrie
Arrows Valkyrie Giant Skeleton
Arrows Valkyrie
Inferno Dragon Arrows Wizard Witch
Arrows Valkyrie Giant Skeleton
Witch Inferno Dragon
Valkyrie Giant Skeleton
Valkyrie Witch Arrows Wizard Giant Skeleton
Arrows Inferno Dragon Wizard Witch
Valkyrie Wizard Witch Giant Skeleton
Valkyrie Wizard Arrows Witch
Inferno Dragon
Inferno Dragon
Wizard Arrows Valkyrie Witch
Arrows Valkyrie Wizard Witch
Arrows Valkyrie Wizard Witch Giant Skeleton Inferno Dragon
Inferno Dragon
Valkyrie Wizard Arrows Witch Giant Skeleton

Counters to secondary win conditions

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

Valkyrie Witch Giant Skeleton
Arrows Valkyrie Wizard Inferno Dragon
Giant Skeleton Valkyrie Witch
Valkyrie Giant Skeleton
Giant Skeleton Valkyrie Witch Inferno Dragon
Arrows Wizard Witch
Valkyrie Witch Giant Skeleton
Giant Skeleton Valkyrie Inferno Dragon
Giant Skeleton Valkyrie Witch Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Valkyrie Witch Giant Skeleton
Arrows Valkyrie Giant Skeleton
Giant Skeleton Valkyrie Wizard Witch
Wizard Valkyrie Witch
Witch Valkyrie Giant Skeleton Inferno Dragon
Arrows Valkyrie Wizard Witch Giant Skeleton Inferno Dragon
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 Valkyrie Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Valkyrie Giant Skeleton
Wizard Arrows Valkyrie
Arrows Wizard Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Arrows Valkyrie Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Arrows Wizard
Arrows Valkyrie Wizard Witch
Giant Skeleton
Arrows Wizard
Arrows
Arrows Valkyrie Wizard Witch
Witch Inferno Dragon
Arrows Wizard Witch
Arrows Wizard Witch
Arrows
Arrows Wizard Witch
Wizard Witch
Arrows Wizard
Arrows
Giant Skeleton
Arrows Wizard
Witch
Arrows Wizard Witch
Arrows
Valkyrie Wizard
Arrows Wizard
Arrows Giant Skeleton
Witch Giant Skeleton
Witch
Witch Giant Skeleton
Inferno Dragon
Wizard

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