My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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!
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!
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 Baby Dragon Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Goblin Cage Valkyrie Wizard Baby Dragon Witch

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 Barbarians Valkyrie Baby Dragon

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
Skeleton Army
Giant Snowball
Barbarians Skeleton Army Baby Dragon Witch
Zap
Skeleton Army Witch
Barbarian Barrel
Knight Barbarians Goblin Cage Valkyrie Wizard Skeleton Army Witch
The Log
Barbarians Goblin Cage Skeleton Army Witch
Earthquake
Barbarians Goblin Cage Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Knight Barbarians Goblin Cage Valkyrie Wizard Skeleton Army Baby Dragon Witch
Fireball
Barbarians Goblin Cage Wizard Skeleton Army Baby Dragon Witch
Poison
Barbarians Goblin Cage Wizard Skeleton Army Witch
Lightning
Knight Goblin Cage Valkyrie Wizard Baby Dragon Witch
Rocket
Barbarians Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Baby Dragon

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 Baby Dragon

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Skeleton Army Goblin Cage Valkyrie Baby Dragon Barbarians Wizard Witch

Shortest cycle

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

14 Knight Skeleton Army Goblin Cage Valkyrie

Attack Synergies 1 8

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.

Knight
Baby Dragon Wizard Witch
Barbarians
Goblin Cage
Baby Dragon Witch
Valkyrie
Wizard Baby Dragon Witch
Wizard
Knight Valkyrie
Skeleton Army
Baby Dragon
Knight Goblin Cage Valkyrie Witch
Witch
Knight Goblin Cage Valkyrie Baby Dragon

Defense Synergies 0 15

Knight
Goblin Cage Wizard Skeleton Army Baby Dragon Witch
Barbarians
Skeleton Army
Goblin Cage
Knight Wizard Skeleton Army Baby Dragon Witch
Valkyrie
Wizard Baby Dragon Witch
Wizard
Knight Goblin Cage Valkyrie Skeleton Army
Skeleton Army
Knight Barbarians Goblin Cage Wizard
Baby Dragon
Knight Goblin Cage Valkyrie Witch
Witch
Knight Goblin Cage Valkyrie Baby Dragon

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.

Knight Goblin Cage Valkyrie Wizard Baby Dragon
Barbarians Skeleton Army Knight Goblin Cage Valkyrie Witch
Barbarians Goblin Cage Skeleton Army Witch Knight Valkyrie
Barbarians Goblin Cage Skeleton Army Witch Knight Valkyrie
Barbarians Goblin Cage Valkyrie Skeleton Army
Skeleton Army Valkyrie Baby Dragon
Goblin Cage Wizard Baby Dragon Witch
Barbarians Goblin Cage Valkyrie Baby Dragon
Barbarians Witch Goblin Cage Skeleton Army
Knight Skeleton Army Barbarians Valkyrie
Barbarians Valkyrie Skeleton Army Witch Knight Wizard Baby Dragon
Wizard Baby Dragon Witch
Barbarians Goblin Cage Skeleton Army Knight Valkyrie Wizard Witch
Valkyrie Wizard Skeleton Army Barbarians Goblin Cage Baby Dragon Witch
Barbarians Skeleton Army Knight Goblin Cage
Barbarians Skeleton Army Goblin Cage
Barbarians Wizard Knight Goblin Cage Valkyrie Skeleton Army Witch
Goblin Cage Valkyrie Knight Barbarians Wizard Skeleton Army Baby Dragon Witch
Goblin Cage Valkyrie Wizard Baby Dragon Witch Knight Barbarians
Barbarians Goblin Cage
Valkyrie Wizard Skeleton Army Knight Barbarians Baby Dragon Witch

Counters to secondary win conditions

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

Knight Barbarians Valkyrie Skeleton Army Goblin Cage Witch
Knight Valkyrie Wizard Baby Dragon
Barbarians Skeleton Army Knight Goblin Cage Valkyrie Witch
Valkyrie Skeleton Army Knight Barbarians Goblin Cage
Barbarians Knight Goblin Cage Valkyrie Skeleton Army Witch
Wizard Baby Dragon Witch
Skeleton Army Knight Barbarians Goblin Cage Valkyrie Witch
Knight Barbarians Goblin Cage Valkyrie Skeleton Army
Goblin Cage Knight Barbarians Valkyrie Skeleton Army Baby Dragon Witch
Witch Barbarians Goblin Cage Skeleton Army
Knight Barbarians Goblin Cage Valkyrie Witch
Skeleton Army Barbarians Goblin Cage Valkyrie
Barbarians Skeleton Army Knight Goblin Cage Valkyrie Wizard Witch
Wizard Barbarians Goblin Cage Valkyrie Skeleton Army Baby Dragon Witch
Barbarians Skeleton Army Witch Knight Goblin Cage Valkyrie Baby Dragon
Valkyrie Barbarians Goblin Cage Wizard Baby Dragon Witch
Goblin Cage

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 Baby Dragon
Baby Dragon
Baby Dragon
Knight Barbarians Valkyrie
Wizard Valkyrie Baby Dragon
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard
Knight Valkyrie Wizard
Wizard Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard Baby Dragon
Valkyrie Wizard Baby Dragon Witch
Baby Dragon
Wizard
Barbarians Baby Dragon
Valkyrie Wizard Baby Dragon Witch
Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch
Baby Dragon
Wizard Baby Dragon Witch
Wizard Witch
Wizard
Wizard
Barbarians Skeleton Army Witch
Wizard Baby Dragon Witch
Knight Valkyrie Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon Witch
Witch
Baby Dragon Witch
Wizard

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