My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 Wizard Witch Ram Rider

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 Valkyrie Wizard Dark Prince Witch Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

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.

Dark Prince Ram Rider Mega Knight

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 Dark Prince Ram Rider Mega Knight

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 Dark Prince Ram Rider

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Dark Prince Mega Knight

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 Mega Knight

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Skeleton Army Valkyrie Dark Prince Wizard Witch Ram Rider Mega Knight

Shortest cycle

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

13 Bats Skeleton Army Valkyrie Dark Prince

Attack Synergies 2 14

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 Mega Knight Dark Prince Ram Rider
Valkyrie
Bats Wizard Dark Prince Witch Ram Rider
Wizard
Valkyrie Dark Prince Ram Rider Mega Knight
Skeleton Army
Dark Prince
Bats Valkyrie Wizard Witch Ram Rider
Witch
Valkyrie Dark Prince Ram Rider Mega Knight
Ram Rider
Bats Valkyrie Wizard Dark Prince Witch Mega Knight
Mega Knight
Bats Wizard Witch Ram Rider

Defense Synergies 0 10

Bats
Valkyrie Dark Prince Mega Knight
Valkyrie
Bats Wizard Witch
Wizard
Valkyrie Skeleton Army Dark Prince Mega Knight
Skeleton Army
Wizard
Dark Prince
Bats Wizard Witch
Witch
Valkyrie Dark Prince Mega Knight
Ram Rider
Mega Knight
Bats Wizard Witch

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 Ram Rider
Skeleton Army Bats Valkyrie Dark Prince Witch Ram Rider Mega Knight
Skeleton Army Witch Ram Rider Mega Knight Bats Valkyrie Dark Prince
Skeleton Army Witch Bats Valkyrie Dark Prince Ram Rider Mega Knight
Valkyrie Skeleton Army Dark Prince Mega Knight
Skeleton Army Bats Valkyrie Dark Prince Mega Knight
Bats Ram Rider Wizard Witch
Valkyrie Ram Rider Mega Knight
Witch Skeleton Army
Skeleton Army Valkyrie Dark Prince Mega Knight
Bats Valkyrie Skeleton Army Witch Wizard Dark Prince Ram Rider Mega Knight
Bats Wizard Witch Ram Rider
Skeleton Army Mega Knight Bats Valkyrie Wizard Dark Prince Witch Ram Rider
Valkyrie Wizard Skeleton Army Mega Knight Bats Dark Prince Witch
Skeleton Army Ram Rider Mega Knight
Skeleton Army Ram Rider Mega Knight
Wizard Mega Knight Bats Valkyrie Skeleton Army Dark Prince Witch
Mega Knight Bats Valkyrie Wizard Skeleton Army Dark Prince Witch Ram Rider
Valkyrie Wizard Witch Bats Dark Prince Ram Rider Mega Knight
Ram Rider
Valkyrie Wizard Skeleton Army Dark Prince Mega Knight Bats Witch

Counters to secondary win conditions

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

Valkyrie Skeleton Army Mega Knight Dark Prince Witch
Valkyrie Wizard Mega Knight
Skeleton Army Mega Knight Bats Valkyrie Dark Prince Witch Ram Rider
Valkyrie Skeleton Army Dark Prince Mega Knight Bats Ram Rider
Valkyrie Skeleton Army Dark Prince Witch Ram Rider Mega Knight
Wizard Bats Witch Ram Rider
Skeleton Army Dark Prince Bats Valkyrie Witch Ram Rider
Mega Knight Valkyrie Skeleton Army Dark Prince
Mega Knight Bats Valkyrie Skeleton Army Dark Prince Witch
Witch Skeleton Army
Mega Knight Bats Valkyrie Dark Prince Witch
Skeleton Army Mega Knight Valkyrie Dark Prince
Skeleton Army Dark Prince Mega Knight Valkyrie Wizard Witch Ram Rider
Wizard Valkyrie Skeleton Army Witch Mega Knight
Skeleton Army Witch Bats Valkyrie Dark Prince
Bats Valkyrie Mega Knight Wizard 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
Ram Rider
Valkyrie Dark Prince
Wizard Valkyrie Dark Prince Mega Knight
Wizard Bats Witch Ram Rider
Wizard Witch
Wizard Ram Rider
Wizard Ram Rider
Bats
Valkyrie Wizard Dark Prince Ram Rider
Wizard
Wizard Witch
Wizard Mega Knight
Bats
Wizard Dark Prince Mega Knight
Valkyrie Wizard Witch Mega Knight
Mega Knight
Wizard
Valkyrie Wizard Dark Prince Witch Mega Knight
Witch
Wizard Witch Ram Rider
Wizard Witch Ram Rider Mega Knight
Bats Wizard Witch
Bats Wizard Witch
Wizard Mega Knight
Mega Knight
Wizard
Bats Skeleton Army Dark Prince Witch
Wizard Witch Ram Rider
Valkyrie Wizard Dark Prince Mega Knight
Wizard
Dark Prince Mega Knight
Bats Witch
Bats Witch
Dark Prince Witch Mega Knight

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