My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Night 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.

Royal Giant Valkyrie Wizard Witch Royal Ghost Night Witch

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Royal Ghost

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.

Barbarians Royal Giant Valkyrie Royal Ghost

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 Royal Ghost

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
Royal Giant Night Witch
Giant Snowball
Barbarians Witch Night Witch
Zap
Royal Giant Witch Night Witch
Barbarian Barrel
Barbarians Valkyrie Wizard Witch Royal Ghost Night Witch
The Log
Barbarians Royal Giant Witch
Earthquake
Barbarians Witch
Arrows
Witch Night Witch
Royal Delivery
Barbarians Valkyrie Wizard Witch Royal Ghost Night Witch
Fireball
Barbarians Wizard Witch Night Witch
Poison
Barbarians Wizard Witch Night Witch
Lightning
Valkyrie Wizard Witch Night Witch
Rocket
Barbarians Valkyrie Wizard Witch Night Witch

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 Royal Ghost

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 Valkyrie Royal Ghost Night Witch

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.

Royal Giant

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Royal Ghost Valkyrie Night Witch Barbarians Wizard Witch Royal Giant

Shortest cycle

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

14 Arrows Royal Ghost Valkyrie Night Witch

Attack Synergies 1 10

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
Royal Giant Night Witch
Barbarians
Royal Giant
Arrows Wizard Witch Royal Ghost Night Witch
Valkyrie
Wizard Witch Royal Ghost
Wizard
Royal Giant Valkyrie Royal Ghost
Witch
Royal Giant Valkyrie Royal Ghost
Royal Ghost
Royal Giant Valkyrie Wizard Witch
Night Witch
Arrows Royal Giant

Defense Synergies 0 7

Arrows
Barbarians Valkyrie
Barbarians
Arrows
Royal Giant
Valkyrie
Arrows Wizard Witch Night Witch
Wizard
Valkyrie Royal Ghost
Witch
Valkyrie Royal Ghost
Royal Ghost
Wizard Witch
Night Witch
Valkyrie

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
Barbarians Valkyrie Witch Night Witch
Barbarians Witch Valkyrie Night Witch
Barbarians Witch Night Witch Valkyrie
Arrows Barbarians Valkyrie
Arrows Valkyrie Royal Ghost Night Witch
Arrows Wizard Witch Night Witch
Arrows Barbarians Valkyrie
Barbarians Witch Night Witch
Barbarians Valkyrie Royal Ghost Night Witch
Barbarians Valkyrie Witch Arrows Wizard Royal Ghost Night Witch
Arrows Wizard Witch Night Witch
Barbarians Night Witch Valkyrie Wizard Witch
Valkyrie Wizard Arrows Barbarians Witch Royal Ghost Night Witch
Barbarians
Barbarians
Barbarians Wizard Arrows Valkyrie Witch Night Witch
Arrows Barbarians Valkyrie Wizard Witch Royal Ghost Night Witch
Arrows Valkyrie Wizard Witch Barbarians Royal Ghost
Barbarians
Valkyrie Wizard Royal Ghost Arrows Barbarians Witch Night Witch

Counters to secondary win conditions

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

Barbarians Valkyrie Witch Royal Ghost
Arrows Valkyrie Wizard Royal Ghost
Barbarians Valkyrie Witch
Valkyrie Barbarians Night Witch
Barbarians Valkyrie Witch Night Witch
Arrows Wizard Witch
Barbarians Valkyrie Witch Night Witch
Barbarians Valkyrie
Barbarians Valkyrie Witch
Witch Barbarians
Barbarians Valkyrie Witch
Arrows Barbarians Valkyrie
Barbarians Valkyrie Wizard Witch Night Witch
Wizard Barbarians Valkyrie Witch
Barbarians Witch Valkyrie Night Witch
Arrows Valkyrie Barbarians Wizard Witch Royal Ghost
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 Royal Ghost
Arrows Royal Ghost
Arrows
Arrows Barbarians Valkyrie
Wizard Arrows Valkyrie
Arrows Wizard Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Night Witch
Arrows Valkyrie Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Night Witch
Arrows Wizard
Arrows Valkyrie Wizard Witch
Night Witch
Arrows Wizard
Arrows Barbarians
Arrows Valkyrie Wizard Witch
Witch
Arrows Wizard Witch Royal Ghost
Arrows Wizard Witch
Arrows
Arrows Wizard Witch Night Witch
Wizard Witch
Night Witch
Arrows Wizard Night Witch
Arrows
Arrows Wizard
Barbarians Witch Night Witch
Arrows Wizard Witch
Arrows
Valkyrie Wizard
Arrows Wizard
Arrows
Witch
Witch
Witch Royal Ghost

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