My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!
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.

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.

Knight Royal Giant Valkyrie Witch

Offensive cards

Win conditions

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

Royal Giant Hog Rider Wall Breakers

Damage spells

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

Fireball Poison

Punishments

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

Royal Giant Hog Rider Wall Breakers

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Royal Giant Valkyrie Hog Rider Wall Breakers

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 Hog 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
Royal Giant Hog Rider Wall Breakers
Giant Snowball
Hog Rider Wall Breakers Witch
Zap
Royal Giant Wall Breakers Witch
Barbarian Barrel
Knight Valkyrie Wall Breakers Witch
The Log
Royal Giant Hog Rider Wall Breakers Witch
Earthquake
Hog Rider Witch
Arrows
Wall Breakers Witch
Royal Delivery
Knight Valkyrie Hog Rider Wall Breakers Witch
Fireball
Hog Rider Wall Breakers Witch
Poison
Witch
Lightning
Knight Valkyrie Witch
Rocket
Valkyrie Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Poison Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Poison

Ladder info

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 Poison

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.

Royal Giant Fireball

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.

Fireball 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.

Wall Breakers Knight Fireball Valkyrie Hog Rider Poison Witch Royal Giant

Shortest cycle

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

13 Wall Breakers Knight Fireball Valkyrie

Attack Synergies 7 9

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
Hog Rider Wall Breakers Fireball Poison Witch
Royal Giant
Fireball Poison Hog Rider Witch
Fireball
Royal Giant Hog Rider Knight Wall Breakers
Valkyrie
Hog Rider Wall Breakers Witch
Hog Rider
Knight Fireball Valkyrie Royal Giant Poison Witch
Wall Breakers
Knight Valkyrie Fireball
Poison
Royal Giant Knight Hog Rider
Witch
Knight Royal Giant Valkyrie Hog Rider

Defense Synergies 0 5

Knight
Fireball Poison Witch
Royal Giant
Fireball
Knight Valkyrie
Valkyrie
Fireball Witch
Hog Rider
Wall Breakers
Poison
Knight
Witch
Knight Valkyrie

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 Fireball Valkyrie
Knight Valkyrie Witch
Witch Knight Valkyrie
Witch Knight Valkyrie
Fireball Valkyrie Poison
Fireball Valkyrie
Fireball Poison Witch
Fireball Valkyrie Poison
Witch
Knight Valkyrie
Valkyrie Poison Witch Knight Fireball
Fireball Poison Witch
Knight Fireball Valkyrie Witch
Fireball Valkyrie Poison Witch
Knight
Fireball
Knight Fireball Valkyrie Poison Witch
Fireball Valkyrie Knight Witch
Valkyrie Poison Witch Knight Fireball
Valkyrie Knight Fireball Poison Witch

Counters to secondary win conditions

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

Knight Valkyrie Fireball Witch
Fireball Poison Knight Valkyrie
Knight Valkyrie Witch
Valkyrie Knight Fireball
Knight Valkyrie Witch
Fireball Poison Witch
Knight Fireball Valkyrie Witch
Knight Valkyrie
Knight Fireball Valkyrie Poison Witch
Witch
Knight Valkyrie Witch
Fireball Valkyrie Poison
Knight Fireball Valkyrie Witch
Fireball Valkyrie Witch
Witch Knight Fireball Valkyrie Poison
Valkyrie Poison Fireball Witch
Fireball

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.)

Fireball Poison Knight Valkyrie
Fireball Poison
Fireball Poison
Knight Fireball Valkyrie Poison
Fireball Poison Valkyrie
Fireball Poison Witch
Poison Witch
Fireball Poison
Fireball Poison
Fireball Poison
Poison Knight Fireball Valkyrie
Fireball Poison
Poison Knight Fireball
Fireball Poison
Fireball Poison
Fireball Poison Witch
Fireball Poison
Fireball Poison
Fireball Poison
Fireball Valkyrie Poison Witch
Fireball Poison
Fireball Poison
Fireball Poison
Poison Fireball Valkyrie Witch
Witch
Fireball Poison Witch
Fireball Poison Witch
Fireball Poison
Poison Fireball Witch
Fireball Poison Witch
Fireball
Poison Fireball
Fireball Poison
Fireball Poison
Fireball Witch
Fireball Poison Witch
Fireball
Fireball Poison Knight Valkyrie
Fireball Poison
Fireball Poison
Fireball Poison Witch
Fireball Poison Witch
Poison Fireball Witch
Fireball
Poison

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