My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
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 direct tower 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 spells that can finish it off. 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 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 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 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 Baby Dragon Witch Ram Rider

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 Wizard Baby Dragon Witch Ram Rider Skeleton King

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Missing

Punishments

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

Ram Rider

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 Baby Dragon Ram Rider Skeleton King

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 Ram Rider

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 Ram Rider Skeleton King
Giant Snowball
Skeleton Army Baby Dragon Witch Ram Rider Skeleton King
Zap
Skeleton Army Witch Ram Rider Skeleton King
Barbarian Barrel
Knight Valkyrie Wizard Skeleton Army Witch Skeleton King
The Log
Skeleton Army Witch Ram Rider Skeleton King
Earthquake
Skeleton Army Witch Skeleton King
Arrows
Skeleton Army Witch Skeleton King
Royal Delivery
Knight Valkyrie Wizard Skeleton Army Baby Dragon Witch Ram Rider Skeleton King
Fireball
Wizard Skeleton Army Baby Dragon Witch Ram Rider Skeleton King
Poison
Wizard Skeleton Army Witch Skeleton King
Lightning
Knight Valkyrie Wizard Baby Dragon Witch Ram Rider Skeleton King
Rocket
Valkyrie Wizard Witch Ram Rider Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Baby Dragon Skeleton King

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.

Knight Valkyrie Skeleton Army Baby Dragon

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.

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.

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.

Knight Skeleton Army Valkyrie Baby Dragon Skeleton King Wizard Witch Ram Rider

Shortest cycle

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

14 Knight Skeleton Army Valkyrie Baby Dragon

Attack Synergies 2 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.

Knight
Baby Dragon Wizard Witch Ram Rider
Valkyrie
Wizard Baby Dragon Witch Ram Rider
Wizard
Knight Valkyrie Ram Rider
Skeleton Army
Skeleton King
Baby Dragon
Knight Valkyrie Witch Ram Rider
Witch
Knight Valkyrie Baby Dragon Ram Rider Skeleton King
Ram Rider
Knight Valkyrie Wizard Baby Dragon Witch
Skeleton King
Skeleton Army Witch

Defense Synergies 0 12

Knight
Wizard Skeleton Army Baby Dragon Witch
Valkyrie
Wizard Baby Dragon Witch
Wizard
Knight Valkyrie Skeleton Army Skeleton King
Skeleton Army
Knight Wizard Skeleton King
Baby Dragon
Knight Valkyrie Witch Skeleton King
Witch
Knight Valkyrie Baby Dragon
Ram Rider
Skeleton King
Wizard Skeleton Army Baby 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.

Knight Valkyrie Wizard Baby Dragon Ram Rider
Skeleton Army Knight Valkyrie Witch Ram Rider
Skeleton Army Witch Ram Rider Knight Valkyrie
Skeleton Army Witch Knight Valkyrie Ram Rider Skeleton King
Valkyrie Skeleton Army
Skeleton Army Valkyrie Baby Dragon
Ram Rider Wizard Baby Dragon Witch
Valkyrie Baby Dragon Ram Rider
Witch Skeleton Army Skeleton King
Knight Skeleton Army Valkyrie
Valkyrie Skeleton Army Witch Knight Wizard Baby Dragon Ram Rider Skeleton King
Wizard Baby Dragon Witch Ram Rider
Skeleton Army Knight Valkyrie Wizard Witch Ram Rider
Valkyrie Wizard Skeleton Army Baby Dragon Witch Skeleton King
Skeleton Army Knight Ram Rider Skeleton King
Skeleton Army Ram Rider
Wizard Knight Valkyrie Skeleton Army Witch
Valkyrie Knight Wizard Skeleton Army Baby Dragon Witch Ram Rider
Valkyrie Wizard Baby Dragon Witch Knight Ram Rider
Ram Rider
Valkyrie Wizard Skeleton Army Knight Baby Dragon Witch

Counters to secondary win conditions

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

Knight Valkyrie Skeleton Army Witch
Knight Valkyrie Wizard Baby Dragon
Skeleton Army Knight Valkyrie Witch Ram Rider
Valkyrie Skeleton Army Knight Ram Rider
Knight Valkyrie Skeleton Army Witch Ram Rider
Wizard Baby Dragon Witch Ram Rider
Skeleton Army Knight Valkyrie Witch Ram Rider
Knight Valkyrie Skeleton Army
Knight Valkyrie Skeleton Army Baby Dragon Witch
Witch Skeleton Army
Knight Valkyrie Witch
Skeleton Army Valkyrie
Skeleton Army Knight Valkyrie Wizard Witch Ram Rider Skeleton King
Wizard Valkyrie Skeleton Army Baby Dragon Witch
Skeleton Army Witch Knight Valkyrie Baby Dragon Skeleton King
Valkyrie Wizard Baby Dragon Witch Skeleton King

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 Baby Dragon
Baby Dragon Ram Rider
Baby Dragon
Knight Valkyrie
Wizard Valkyrie Baby Dragon
Wizard Baby Dragon Witch Ram Rider
Wizard Baby Dragon Witch
Wizard Baby Dragon Ram Rider
Wizard Ram Rider
Knight Valkyrie Wizard Ram Rider
Wizard Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard Baby Dragon
Valkyrie Wizard Baby Dragon Witch
Baby Dragon
Wizard
Baby Dragon
Valkyrie Wizard Baby Dragon Witch
Witch
Wizard Baby Dragon Witch Ram Rider
Wizard Baby Dragon Witch Ram Rider
Baby Dragon
Wizard Baby Dragon Witch
Wizard Witch
Wizard
Wizard
Skeleton Army Witch
Wizard Baby Dragon Witch Ram Rider
Knight Valkyrie Wizard Baby Dragon
Wizard Baby Dragon Skeleton King
Baby Dragon Witch Skeleton King
Witch
Baby Dragon Witch
Wizard

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