My Best Clash Royale Deck

Deck Check Rating

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

3 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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.

Mother 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.

Elixir Golem Valkyrie Giant Prince Mother Witch

Offensive cards

Win conditions

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

Elixir Golem Giant

Damage spells

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

Arrows The Log

Punishments

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

Elixir Golem Giant Prince

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.

Elixir Golem Valkyrie Giant 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

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
Elixir Golem Giant Skeleton Army Prince
Giant Snowball
Skeleton Army
Zap
Skeleton Army Prince
Barbarian Barrel
Elixir Golem Valkyrie Skeleton Army
The Log
Elixir Golem Skeleton Army Prince
Earthquake
Elixir Golem Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elixir Golem Valkyrie Skeleton Army Prince Mother Witch
Fireball
Elixir Golem Skeleton Army Mother Witch
Poison
Elixir Golem Skeleton Army Mother Witch
Lightning
Valkyrie Prince Mother Witch
Rocket
Valkyrie Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie The Log

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.

Arrows Elixir Golem Valkyrie Skeleton Army Prince Mother 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Elixir Golem Skeleton Army Valkyrie Mother Witch Giant Prince

Shortest cycle

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

11 The Log Arrows Elixir Golem Skeleton Army

Attack Synergies 3 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
Giant Elixir Golem Prince Mother Witch
Elixir Golem
Arrows The Log Mother Witch
Valkyrie
Prince Giant Mother Witch
Giant
Arrows Prince Valkyrie The Log Mother Witch
Skeleton Army
Prince
Valkyrie Giant Arrows The Log
The Log
Elixir Golem Giant Prince
Mother Witch
Arrows Elixir Golem Valkyrie Giant

Defense Synergies 1 9

Arrows
Valkyrie Prince Mother Witch
Elixir Golem
Valkyrie
Arrows Prince The Log Mother Witch
Giant
Skeleton Army
Prince The Log
Prince
The Log Arrows Valkyrie Skeleton Army
The Log
Prince Valkyrie Skeleton Army Mother Witch
Mother Witch
Arrows Valkyrie The Log

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 The Log
Skeleton Army Valkyrie Prince The Log
Skeleton Army Prince Valkyrie
Skeleton Army Prince Valkyrie
Arrows Valkyrie Skeleton Army Prince The Log
Arrows Skeleton Army The Log Valkyrie Mother Witch
Arrows
Arrows Valkyrie The Log
Skeleton Army Prince
Skeleton Army Valkyrie Prince
Valkyrie Skeleton Army Mother Witch Arrows The Log
Arrows
Skeleton Army Prince Valkyrie The Log
Valkyrie Skeleton Army Arrows Prince The Log
Skeleton Army Prince
Skeleton Army Prince The Log
Arrows Valkyrie Skeleton Army Prince
Arrows Valkyrie Skeleton Army Prince The Log
Arrows Valkyrie The Log Mother Witch
Prince
Valkyrie Skeleton Army Arrows Prince The Log Mother Witch

Counters to secondary win conditions

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

Valkyrie Skeleton Army Prince
Arrows Valkyrie Prince The Log
Skeleton Army Valkyrie Prince The Log
Valkyrie Skeleton Army Prince The Log
Valkyrie Skeleton Army Prince
Arrows Mother Witch
Skeleton Army Prince Valkyrie
Valkyrie Skeleton Army Prince
Valkyrie Skeleton Army Prince The Log
Skeleton Army
Valkyrie Prince
Skeleton Army Arrows Valkyrie Prince The Log
Skeleton Army Prince Valkyrie
Valkyrie Skeleton Army
Skeleton Army Valkyrie Prince The Log
Arrows Valkyrie The Log Mother Witch
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 The Log
Arrows The Log
Arrows The Log
Arrows Valkyrie Prince The Log
Arrows Valkyrie The Log
Arrows Mother Witch
Arrows The Log
Arrows The Log
Arrows The Log
Prince
Arrows Valkyrie Prince The Log
Arrows
The Log
Arrows
Arrows Prince The Log
Arrows The Log
Arrows The Log
Arrows
Arrows Prince The Log
Arrows Valkyrie The Log Mother Witch
Prince The Log
Arrows
Prince The Log
Arrows The Log
Arrows The Log Mother Witch Valkyrie
Arrows The Log
Arrows Prince The Log
Arrows The Log
Arrows Mother Witch
Arrows The Log
Arrows
Prince
Arrows The Log
Skeleton Army Prince
Arrows
Arrows The Log
Valkyrie Prince
Arrows The Log
Arrows
Prince
The Log
Prince The Log
Prince

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