My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
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.

Baby Dragon Witch Executioner

Defensive buildings

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

Cannon

Investments

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

Knight Valkyrie Baby Dragon Witch Executioner Fisherman

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 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 Fisherman
Giant Snowball
Cannon Skeleton Army Baby Dragon Witch Fisherman
Zap
Cannon Skeleton Army Witch Fisherman
Barbarian Barrel
Knight Cannon Valkyrie Skeleton Army Witch Executioner
The Log
Cannon Skeleton Army Witch Fisherman
Earthquake
Cannon Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Knight Valkyrie Skeleton Army Baby Dragon Witch Executioner Fisherman
Fireball
Cannon Skeleton Army Baby Dragon Witch Executioner Fisherman
Poison
Cannon Skeleton Army Witch Executioner Fisherman
Lightning
Knight Cannon Valkyrie Baby Dragon Witch Executioner Fisherman
Rocket
Valkyrie Witch Executioner

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Baby Dragon Executioner

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 Executioner

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

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.

Knight Cannon Skeleton Army Fisherman Valkyrie Baby Dragon Witch Executioner

Shortest cycle

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

12 Knight Cannon Skeleton Army Fisherman

Attack Synergies 2 7

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 Executioner Witch
Cannon
Valkyrie
Baby Dragon Witch Executioner Fisherman
Skeleton Army
Baby Dragon
Knight Valkyrie Witch Fisherman
Witch
Knight Valkyrie Baby Dragon
Executioner
Knight Valkyrie
Fisherman
Valkyrie Baby Dragon

Defense Synergies 2 15

Knight
Cannon Executioner Skeleton Army Baby Dragon Witch Fisherman
Cannon
Knight Valkyrie Skeleton Army Baby Dragon Witch
Valkyrie
Cannon Baby Dragon Witch Executioner Fisherman
Skeleton Army
Knight Cannon Executioner
Baby Dragon
Knight Cannon Valkyrie Witch
Witch
Knight Cannon Valkyrie Baby Dragon Fisherman
Executioner
Knight Valkyrie Skeleton Army
Fisherman
Knight Valkyrie 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.

Knight Cannon Valkyrie Baby Dragon Executioner
Skeleton Army Knight Cannon Valkyrie Witch Executioner Fisherman
Cannon Skeleton Army Witch Fisherman Knight Valkyrie Executioner
Cannon Skeleton Army Witch Knight Valkyrie Fisherman
Valkyrie Skeleton Army
Skeleton Army Cannon Valkyrie Baby Dragon Executioner
Cannon Baby Dragon Witch Executioner
Cannon Valkyrie Baby Dragon
Cannon Witch Skeleton Army Fisherman
Knight Skeleton Army Cannon Valkyrie Fisherman
Valkyrie Skeleton Army Witch Executioner Knight Cannon Baby Dragon Fisherman
Executioner Baby Dragon Witch
Cannon Skeleton Army Knight Valkyrie Witch
Valkyrie Skeleton Army Executioner Cannon Baby Dragon Witch
Skeleton Army Knight Cannon
Skeleton Army Cannon Fisherman
Knight Cannon Valkyrie Skeleton Army Witch Executioner Fisherman
Cannon Valkyrie Knight Skeleton Army Baby Dragon Witch Executioner Fisherman
Valkyrie Baby Dragon Witch Executioner Knight Cannon Fisherman
Cannon Fisherman
Valkyrie Skeleton Army Knight Cannon Baby Dragon Witch Executioner Fisherman
Cannon

Counters to secondary win conditions

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

Knight Valkyrie Skeleton Army Witch Fisherman
Knight Valkyrie Baby Dragon Executioner Fisherman
Skeleton Army Knight Valkyrie Witch Fisherman
Valkyrie Skeleton Army Knight Fisherman
Knight Cannon Valkyrie Skeleton Army Witch Executioner Fisherman
Executioner Baby Dragon Witch
Skeleton Army Knight Valkyrie Witch
Knight Valkyrie Skeleton Army Fisherman
Knight Valkyrie Skeleton Army Baby Dragon Witch
Witch Cannon Skeleton Army
Knight Valkyrie Witch
Skeleton Army Valkyrie
Skeleton Army Knight Cannon Valkyrie Witch Executioner
Cannon Valkyrie Skeleton Army Baby Dragon Witch Executioner
Skeleton Army Witch Knight Valkyrie Baby Dragon Executioner Fisherman
Valkyrie Executioner Cannon Baby Dragon Witch
Cannon

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 Executioner Fisherman
Baby Dragon
Knight Valkyrie
Executioner Valkyrie Baby Dragon
Executioner Baby Dragon Witch
Baby Dragon Witch Executioner
Baby Dragon Executioner
Fisherman
Fisherman
Knight Valkyrie Fisherman
Baby Dragon Executioner
Knight Baby Dragon Executioner Fisherman
Baby Dragon Fisherman
Baby Dragon Fisherman
Baby Dragon Witch Executioner
Baby Dragon Executioner
Fisherman
Baby Dragon Executioner Fisherman
Valkyrie Baby Dragon Witch
Baby Dragon
Fisherman
Baby Dragon
Valkyrie Baby Dragon Witch Executioner
Witch Fisherman
Baby Dragon Witch Executioner Fisherman
Baby Dragon Witch Fisherman
Baby Dragon Fisherman
Baby Dragon Witch Executioner
Witch
Skeleton Army Witch
Baby Dragon Witch Executioner
Knight Valkyrie Baby Dragon Executioner
Baby Dragon Executioner
Executioner
Baby Dragon Witch
Witch Executioner
Baby Dragon Witch Executioner

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