My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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!
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!
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 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.

Archers Musketeer 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.

Archers Knight Musketeer Valkyrie Witch Inferno Dragon

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.

Missing

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 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.

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
Archers Skeleton Army Inferno Dragon
Giant Snowball
Archers Barbarians Musketeer Skeleton Army Witch Inferno Dragon
Zap
Archers Skeleton Army Witch Inferno Dragon
Barbarian Barrel
Archers Knight Barbarians Musketeer Valkyrie Skeleton Army Witch
The Log
Archers Barbarians Musketeer Skeleton Army Witch
Earthquake
Archers Barbarians Skeleton Army Witch
Arrows
Archers Skeleton Army Witch
Royal Delivery
Archers Knight Barbarians Musketeer Valkyrie Skeleton Army Witch Inferno Dragon
Fireball
Archers Barbarians Musketeer Skeleton Army Witch Inferno Dragon
Poison
Archers Barbarians Musketeer Skeleton Army Witch
Lightning
Knight Musketeer Valkyrie Witch Inferno Dragon
Rocket
Barbarians Musketeer Valkyrie Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie

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 Inferno 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.

Barbarians Musketeer 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.

Archers Knight Skeleton Army Musketeer Valkyrie Inferno Dragon Barbarians Witch

Shortest cycle

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

13 Archers Knight Skeleton Army Musketeer

Attack Synergies 4 3

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.

Archers
Knight Valkyrie Inferno Dragon
Knight
Archers Musketeer Witch
Barbarians
Musketeer
Knight Valkyrie
Valkyrie
Archers Musketeer Witch
Skeleton Army
Witch
Knight Valkyrie
Inferno Dragon
Archers

Defense Synergies 4 8

Archers
Knight Valkyrie Skeleton Army Witch
Knight
Archers Musketeer Skeleton Army Witch
Barbarians
Skeleton Army
Musketeer
Knight Valkyrie Skeleton Army
Valkyrie
Archers Musketeer Witch
Skeleton Army
Archers Knight Barbarians Musketeer Inferno Dragon
Witch
Archers Knight Valkyrie
Inferno Dragon
Skeleton Army

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 Musketeer Valkyrie
Barbarians Skeleton Army Inferno Dragon Knight Musketeer Valkyrie Witch
Barbarians Skeleton Army Witch Archers Knight Musketeer Valkyrie Inferno Dragon
Barbarians Skeleton Army Witch Inferno Dragon Knight Musketeer Valkyrie
Barbarians Valkyrie Skeleton Army
Skeleton Army Archers Musketeer Valkyrie
Musketeer Inferno Dragon Archers Witch
Barbarians Musketeer Valkyrie
Barbarians Witch Inferno Dragon Musketeer Skeleton Army
Knight Skeleton Army Archers Barbarians Musketeer Valkyrie
Archers Barbarians Valkyrie Skeleton Army Witch Knight Musketeer
Musketeer Inferno Dragon Archers Witch
Barbarians Skeleton Army Knight Musketeer Valkyrie Witch
Valkyrie Skeleton Army Barbarians Witch
Barbarians Skeleton Army Inferno Dragon Knight
Barbarians Skeleton Army Inferno Dragon
Barbarians Knight Musketeer Valkyrie Skeleton Army Witch
Valkyrie Archers Knight Barbarians Musketeer Skeleton Army Witch
Valkyrie Witch Archers Knight Barbarians Musketeer Inferno Dragon
Barbarians Musketeer Inferno Dragon
Valkyrie Skeleton Army Archers Knight Barbarians Musketeer Witch
Inferno Dragon

Counters to secondary win conditions

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

Knight Barbarians Valkyrie Skeleton Army Archers Witch
Archers Knight Musketeer Valkyrie Inferno Dragon
Barbarians Skeleton Army Knight Musketeer Valkyrie Witch
Valkyrie Skeleton Army Knight Barbarians Musketeer
Barbarians Knight Musketeer Valkyrie Skeleton Army Witch Inferno Dragon
Archers Musketeer Witch
Skeleton Army Archers Knight Barbarians Musketeer Valkyrie Witch
Knight Barbarians Valkyrie Skeleton Army Inferno Dragon
Knight Barbarians Valkyrie Skeleton Army Witch Inferno Dragon
Witch Barbarians Musketeer Skeleton Army Inferno Dragon
Inferno Dragon Knight Barbarians Musketeer Valkyrie Witch
Skeleton Army Barbarians Valkyrie
Barbarians Skeleton Army Knight Valkyrie Witch
Archers Barbarians Musketeer Valkyrie Skeleton Army Witch
Barbarians Skeleton Army Witch Archers Knight Musketeer Valkyrie Inferno Dragon
Valkyrie Archers Barbarians Musketeer Witch Inferno Dragon

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 Musketeer Valkyrie
Musketeer
Knight Barbarians Musketeer Valkyrie
Valkyrie
Musketeer Witch
Archers Musketeer Witch
Musketeer
Knight Musketeer Valkyrie
Archers Musketeer
Knight Musketeer
Musketeer
Musketeer
Musketeer Witch
Musketeer
Archers Musketeer
Valkyrie Witch
Musketeer
Musketeer
Barbarians Musketeer
Valkyrie Witch
Witch Inferno Dragon
Musketeer Witch
Musketeer Witch
Musketeer
Archers Musketeer Witch
Musketeer Witch
Musketeer
Archers Barbarians Musketeer Skeleton Army Witch
Archers Musketeer Witch
Knight Musketeer Valkyrie
Musketeer
Musketeer
Musketeer Witch
Musketeer Witch
Musketeer Witch
Inferno Dragon

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