My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Mother Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Tombstone Valkyrie Electro Giant Mother Witch Mighty Miner

Offensive cards

Win conditions

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

Hog Rider Electro Giant

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.

Hog Rider Electro Giant

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.

Valkyrie Hog Rider Electro Giant Mighty Miner

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 Hog Rider Mighty Miner

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 Hog Rider Skeleton Army Mighty Miner
Giant Snowball
Archers Tombstone Hog Rider Skeleton Army Mighty Miner
Zap
Archers Tombstone Skeleton Army Mighty Miner
Barbarian Barrel
Archers Tombstone Valkyrie Skeleton Army
The Log
Archers Tombstone Hog Rider Skeleton Army
Earthquake
Archers Tombstone Hog Rider Skeleton Army
Arrows
Archers Tombstone Skeleton Army
Royal Delivery
Archers Valkyrie Hog Rider Skeleton Army Mother Witch
Fireball
Archers Tombstone Hog Rider Skeleton Army Mother Witch Mighty Miner
Poison
Archers Tombstone Skeleton Army Mother Witch
Lightning
Tombstone Valkyrie Mother Witch Mighty Miner
Rocket
Valkyrie Hog Rider Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Electro Giant

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.

Tombstone Valkyrie Skeleton Army Electro Giant Mother Witch Mighty Miner

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

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.

Archers Tombstone Skeleton Army Valkyrie Hog Rider Mother Witch Mighty Miner Electro Giant

Shortest cycle

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

13 Archers Tombstone Skeleton Army Valkyrie

Attack Synergies 2 4

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
Valkyrie Hog Rider
Tombstone
Valkyrie
Archers Hog Rider Mother Witch
Hog Rider
Valkyrie Archers Mother Witch
Skeleton Army
Electro Giant
Mother Witch
Mother Witch
Valkyrie Hog Rider Electro Giant
Mighty Miner

Defense Synergies 1 4

Archers
Valkyrie Tombstone Skeleton Army
Tombstone
Archers Mother Witch
Valkyrie
Archers Mother Witch
Hog Rider
Skeleton Army
Archers
Electro Giant
Mother Witch
Tombstone Valkyrie
Mighty Miner

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.

Tombstone Valkyrie
Skeleton Army Tombstone Valkyrie
Skeleton Army Archers Tombstone Valkyrie
Skeleton Army Tombstone Valkyrie
Tombstone Valkyrie Skeleton Army
Skeleton Army Archers Valkyrie Mother Witch
Archers Tombstone
Valkyrie Electro Giant
Mighty Miner Tombstone Skeleton Army
Skeleton Army Archers Valkyrie
Archers Valkyrie Skeleton Army Mother Witch Tombstone Electro Giant
Archers
Tombstone Skeleton Army Valkyrie
Valkyrie Skeleton Army Tombstone
Skeleton Army Tombstone
Skeleton Army Electro Giant
Tombstone Valkyrie Skeleton Army
Tombstone Valkyrie Archers Skeleton Army
Valkyrie Archers Tombstone Mother Witch
Valkyrie Skeleton Army Archers Electro Giant Mother Witch

Counters to secondary win conditions

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

Valkyrie Skeleton Army Archers Tombstone Electro Giant
Archers Valkyrie
Tombstone Skeleton Army Valkyrie
Valkyrie Skeleton Army
Tombstone Valkyrie Skeleton Army Mighty Miner
Electro Giant Mother Witch Archers
Skeleton Army Archers Tombstone Valkyrie
Mighty Miner Valkyrie Skeleton Army
Tombstone Valkyrie Skeleton Army
Tombstone Skeleton Army
Tombstone Valkyrie
Skeleton Army Valkyrie Electro Giant
Skeleton Army Tombstone Valkyrie
Archers Valkyrie Skeleton Army Electro Giant
Tombstone Skeleton Army Electro Giant Archers Valkyrie Mighty Miner
Valkyrie Archers Electro Giant Mother Witch Mighty Miner
Tombstone

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.)

Valkyrie
Valkyrie
Valkyrie
Electro Giant Mother Witch
Archers
Valkyrie
Archers
Archers
Valkyrie Electro Giant Mother Witch
Electro Giant Mother Witch Valkyrie
Archers Electro Giant Mother Witch
Electro Giant
Mighty Miner
Archers Tombstone Skeleton Army
Archers
Valkyrie
Electro Giant
Electro Giant
Electro Giant

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