My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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 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.

Bats Archers Witch

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.

Bats Archers Valkyrie Dark Prince Witch

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

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 Goblin Barrel Dark Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

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 Dark Prince

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 Goblin Barrel Dark Prince

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
Bats Archers Hog Rider Goblin Barrel Skeleton Army Dark Prince
Giant Snowball
Bats Archers Hog Rider Goblin Barrel Skeleton Army Witch
Zap
Bats Archers Goblin Barrel Skeleton Army Dark Prince Witch
Barbarian Barrel
Archers Valkyrie Goblin Barrel Skeleton Army Dark Prince Witch
The Log
Archers Hog Rider Goblin Barrel Skeleton Army Dark Prince Witch
Earthquake
Archers Hog Rider Goblin Barrel Skeleton Army Witch
Arrows
Bats Archers Goblin Barrel Skeleton Army Witch
Royal Delivery
Bats Archers Valkyrie Hog Rider Goblin Barrel Skeleton Army Dark Prince Witch
Fireball
Archers Hog Rider Goblin Barrel Skeleton Army Witch
Poison
Bats Archers Skeleton Army Witch
Lightning
Valkyrie Dark Prince Witch
Rocket
Valkyrie Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Dark Prince

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.

Bats Valkyrie Skeleton Army Dark Prince

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.

Goblin Barrel 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.

Goblin Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Goblin Barrel Skeleton Army Valkyrie Hog Rider Dark Prince Witch

Shortest cycle

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

11 Bats Archers Goblin Barrel Skeleton Army

Attack Synergies 6 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.

Bats
Valkyrie Hog Rider Goblin Barrel Dark Prince
Archers
Valkyrie Hog Rider Dark Prince
Valkyrie
Bats Archers Hog Rider Goblin Barrel Dark Prince Witch
Hog Rider
Bats Valkyrie Archers Goblin Barrel Dark Prince Witch
Goblin Barrel
Valkyrie Dark Prince Bats Hog Rider Skeleton Army
Skeleton Army
Goblin Barrel
Dark Prince
Goblin Barrel Bats Archers Valkyrie Hog Rider Witch
Witch
Valkyrie Hog Rider Dark Prince

Defense Synergies 1 7

Bats
Valkyrie Dark Prince
Archers
Valkyrie Skeleton Army Dark Prince Witch
Valkyrie
Archers Bats Witch
Hog Rider
Goblin Barrel
Skeleton Army
Archers
Dark Prince
Bats Archers Witch
Witch
Archers Valkyrie Dark Prince

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
Skeleton Army Bats Valkyrie Dark Prince Witch
Skeleton Army Witch Bats Archers Valkyrie Dark Prince
Skeleton Army Witch Bats Valkyrie Dark Prince
Valkyrie Skeleton Army Dark Prince
Skeleton Army Bats Archers Valkyrie Dark Prince
Bats Archers Witch
Valkyrie
Witch Skeleton Army
Skeleton Army Archers Valkyrie Dark Prince
Bats Archers Valkyrie Skeleton Army Witch Dark Prince
Bats Archers Witch
Skeleton Army Bats Valkyrie Dark Prince Witch
Valkyrie Skeleton Army Bats Dark Prince Witch
Skeleton Army
Skeleton Army
Bats Valkyrie Skeleton Army Dark Prince Witch
Valkyrie Bats Archers Skeleton Army Dark Prince Witch
Valkyrie Witch Bats Archers Dark Prince
Valkyrie Skeleton Army Dark Prince Bats Archers Witch

Counters to secondary win conditions

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

Valkyrie Skeleton Army Archers Dark Prince Witch
Archers Valkyrie
Skeleton Army Bats Valkyrie Dark Prince Witch
Valkyrie Skeleton Army Dark Prince Bats
Valkyrie Skeleton Army Dark Prince Witch
Bats Archers Witch
Skeleton Army Dark Prince Bats Archers Valkyrie Witch
Valkyrie Skeleton Army Dark Prince
Bats Valkyrie Skeleton Army Dark Prince Witch
Witch Skeleton Army
Bats Valkyrie Dark Prince Witch
Skeleton Army Valkyrie Dark Prince
Skeleton Army Dark Prince Valkyrie Witch
Archers Valkyrie Skeleton Army Witch
Skeleton Army Witch Bats Archers Valkyrie Dark Prince
Bats Valkyrie Archers Dark Prince Witch

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 Dark Prince
Valkyrie Dark Prince
Bats Witch
Archers Witch
Bats
Valkyrie Dark Prince
Archers
Witch
Bats
Archers Dark Prince
Valkyrie Witch
Valkyrie Dark Prince Witch
Witch
Witch
Witch
Bats Archers Witch
Bats Witch
Bats Archers Skeleton Army Dark Prince Witch
Archers Witch
Valkyrie Dark Prince
Dark Prince
Bats Witch
Bats Witch
Dark Prince Witch

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