My Best Clash Royale Deck

Deck Check Rating

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

3 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!
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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Witch Electro Wizard 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.

Bomber Knight Valkyrie Witch Electro Wizard Night Witch Sparky

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

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.

Knight Valkyrie

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 Electro Wizard

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
Bomber Skeleton Army Night Witch Sparky
Giant Snowball
Bomber Skeleton Army Witch Night Witch
Zap
Bomber Skeleton Army Witch Night Witch Sparky
Barbarian Barrel
Bomber Knight Valkyrie Skeleton Army Witch Electro Wizard Night Witch Sparky
The Log
Bomber Skeleton Army Witch Sparky
Earthquake
Bomber Skeleton Army Witch
Arrows
Bomber Skeleton Army Witch Night Witch
Royal Delivery
Bomber Knight Valkyrie Skeleton Army Witch Electro Wizard Night Witch Sparky
Fireball
Bomber Skeleton Army Witch Electro Wizard Night Witch Sparky
Poison
Bomber Skeleton Army Witch Electro Wizard Night Witch Sparky
Lightning
Knight Valkyrie Witch Electro Wizard Night Witch Sparky
Rocket
Valkyrie Witch Night Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Valkyrie Sparky

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.

Knight Valkyrie Skeleton Army Night Witch Sparky

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.

Witch Electro Wizard

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.

Bomber Knight Skeleton Army Valkyrie Electro Wizard Night Witch Witch Sparky

Shortest cycle

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

12 Bomber Knight Skeleton Army Valkyrie

Attack Synergies 0 12

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.

Bomber
Knight Valkyrie Sparky
Knight
Bomber Witch Electro Wizard Night Witch Sparky
Valkyrie
Bomber Witch Electro Wizard Sparky
Skeleton Army
Sparky
Witch
Knight Valkyrie
Electro Wizard
Knight Valkyrie Sparky
Night Witch
Knight
Sparky
Bomber Knight Valkyrie Skeleton Army Electro Wizard

Defense Synergies 2 14

Bomber
Knight Valkyrie Electro Wizard
Knight
Bomber Electro Wizard Skeleton Army Witch Night Witch Sparky
Valkyrie
Bomber Witch Electro Wizard Night Witch Sparky
Skeleton Army
Knight Electro Wizard Sparky
Witch
Knight Valkyrie Electro Wizard
Electro Wizard
Knight Bomber Valkyrie Skeleton Army Witch Night Witch
Night Witch
Knight Valkyrie Electro Wizard
Sparky
Knight Valkyrie Skeleton Army

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.

Bomber Knight Valkyrie Electro Wizard Sparky
Skeleton Army Sparky Knight Valkyrie Witch Electro Wizard Night Witch
Skeleton Army Witch Sparky Bomber Knight Valkyrie Electro Wizard Night Witch
Skeleton Army Witch Night Witch Sparky Knight Valkyrie Electro Wizard
Bomber Valkyrie Skeleton Army Sparky
Skeleton Army Bomber Valkyrie Electro Wizard Night Witch
Electro Wizard Witch Night Witch
Valkyrie Electro Wizard Sparky
Witch Sparky Skeleton Army Night Witch
Knight Skeleton Army Bomber Valkyrie Electro Wizard Night Witch Sparky
Valkyrie Skeleton Army Witch Electro Wizard Bomber Knight Night Witch
Witch Electro Wizard Night Witch
Skeleton Army Night Witch Sparky Bomber Knight Valkyrie Witch Electro Wizard
Bomber Valkyrie Skeleton Army Sparky Witch Electro Wizard Night Witch
Skeleton Army Sparky Knight Electro Wizard
Skeleton Army Electro Wizard Sparky
Sparky Bomber Knight Valkyrie Skeleton Army Witch Electro Wizard Night Witch
Valkyrie Bomber Knight Skeleton Army Witch Electro Wizard Night Witch
Valkyrie Witch Bomber Knight Electro Wizard
Sparky Electro Wizard
Bomber Valkyrie Skeleton Army Knight Witch Electro Wizard Night Witch Sparky
Sparky

Counters to secondary win conditions

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

Knight Valkyrie Skeleton Army Witch Electro Wizard Sparky
Electro Wizard Bomber Knight Valkyrie
Skeleton Army Knight Valkyrie Witch Electro Wizard Sparky
Valkyrie Skeleton Army Knight Electro Wizard Night Witch Sparky
Knight Valkyrie Skeleton Army Witch Night Witch Sparky
Witch Electro Wizard
Skeleton Army Sparky Knight Valkyrie Witch Electro Wizard Night Witch
Knight Valkyrie Skeleton Army Sparky
Electro Wizard Knight Valkyrie Skeleton Army Witch Sparky
Witch Skeleton Army Sparky
Knight Valkyrie Witch Sparky
Skeleton Army Valkyrie Electro Wizard
Skeleton Army Knight Valkyrie Witch Night Witch Sparky
Bomber Valkyrie Skeleton Army Witch Sparky
Skeleton Army Witch Electro Wizard Sparky Bomber Knight Valkyrie Night Witch
Valkyrie Bomber Witch Electro Wizard Sparky
Bomber Electro Wizard

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.)

Knight Valkyrie Sparky
Electro Wizard
Sparky
Knight Valkyrie Sparky
Bomber Valkyrie Sparky
Witch
Bomber Witch Sparky
Electro Wizard Night Witch Sparky
Knight Valkyrie Electro Wizard Sparky
Knight Sparky
Sparky
Bomber Witch Sparky
Sparky
Sparky
Bomber Night Witch Sparky
Bomber Electro Wizard Sparky
Bomber Valkyrie Witch
Night Witch Sparky
Sparky
Bomber Valkyrie Witch Sparky
Witch
Witch Electro Wizard Sparky
Witch Sparky
Sparky
Witch Electro Wizard Night Witch Sparky
Electro Wizard Witch
Night Witch Sparky
Bomber Night Witch Sparky
Electro Wizard Sparky
Sparky
Sparky
Electro Wizard Skeleton Army Witch Night Witch
Witch Electro Wizard
Knight Valkyrie Electro Wizard Sparky
Bomber
Sparky
Sparky
Witch Electro Wizard Sparky
Witch Electro Wizard
Witch Electro Wizard Sparky
Sparky
Sparky

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