My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Witch Ice Wizard Electro Wizard Magic Archer

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 Valkyrie Wizard Witch Giant Skeleton Ice Wizard Electro Wizard Magic Archer

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 Giant Skeleton Magic Archer

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 Giant Skeleton Electro Wizard Magic Archer

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
Giant Skeleton
Giant Snowball
Witch
Zap
Witch
Barbarian Barrel
Knight Valkyrie Wizard Witch Giant Skeleton Ice Wizard Electro Wizard Magic Archer
The Log
Witch Giant Skeleton
Earthquake
Witch
Arrows
Witch
Royal Delivery
Knight Valkyrie Wizard Witch Giant Skeleton Ice Wizard Electro Wizard Magic Archer
Fireball
Wizard Witch Ice Wizard Electro Wizard Magic Archer
Poison
Wizard Witch Ice Wizard Electro Wizard Magic Archer
Lightning
Knight Valkyrie Wizard Witch Ice Wizard Electro Wizard Magic Archer
Rocket
Valkyrie Wizard Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Ice Wizard Magic Archer

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 Giant Skeleton Ice Wizard

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 Ice Wizard 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.

Knight Ice Wizard Valkyrie Electro Wizard Magic Archer Wizard Witch Giant Skeleton

Shortest cycle

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

14 Knight Ice Wizard Valkyrie Electro Wizard

Attack Synergies 0 16

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
Wizard Witch Ice Wizard Electro Wizard Magic Archer
Valkyrie
Wizard Witch Giant Skeleton Electro Wizard Magic Archer
Wizard
Knight Valkyrie Giant Skeleton
Witch
Knight Valkyrie Giant Skeleton
Giant Skeleton
Valkyrie Wizard Witch Ice Wizard Electro Wizard Magic Archer
Ice Wizard
Knight Giant Skeleton
Electro Wizard
Knight Valkyrie Giant Skeleton Magic Archer
Magic Archer
Knight Valkyrie Giant Skeleton Electro Wizard

Defense Synergies 3 17

Knight
Ice Wizard Electro Wizard Magic Archer Wizard Witch
Valkyrie
Wizard Witch Ice Wizard Electro Wizard Magic Archer
Wizard
Knight Valkyrie Giant Skeleton Ice Wizard Electro Wizard
Witch
Knight Valkyrie Giant Skeleton Ice Wizard Electro Wizard
Giant Skeleton
Wizard Witch Ice Wizard Electro Wizard Magic Archer
Ice Wizard
Knight Valkyrie Wizard Witch Giant Skeleton
Electro Wizard
Knight Valkyrie Wizard Witch Giant Skeleton Magic Archer
Magic Archer
Knight Valkyrie Giant Skeleton Electro Wizard

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 Valkyrie Wizard Electro Wizard Magic Archer
Knight Valkyrie Witch Ice Wizard Electro Wizard
Witch Knight Valkyrie Giant Skeleton Ice Wizard Electro Wizard
Witch Knight Valkyrie Ice Wizard Electro Wizard
Valkyrie Giant Skeleton
Valkyrie Ice Wizard Electro Wizard Magic Archer
Electro Wizard Wizard Witch Ice Wizard Magic Archer
Valkyrie Giant Skeleton Electro Wizard Magic Archer
Witch Ice Wizard
Knight Valkyrie Giant Skeleton Ice Wizard Electro Wizard
Valkyrie Witch Ice Wizard Electro Wizard Knight Wizard Giant Skeleton Magic Archer
Wizard Witch Ice Wizard Electro Wizard Magic Archer
Knight Valkyrie Wizard Witch Giant Skeleton Ice Wizard Electro Wizard
Valkyrie Wizard Witch Electro Wizard Magic Archer
Knight Electro Wizard
Electro Wizard
Wizard Knight Valkyrie Witch Electro Wizard
Knight Valkyrie Wizard Witch Ice Wizard Electro Wizard Magic Archer
Valkyrie Wizard Witch Knight Giant Skeleton Ice Wizard Electro Wizard Magic Archer
Electro Wizard
Valkyrie Wizard Knight Witch Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Knight Valkyrie Witch Giant Skeleton Electro Wizard
Electro Wizard Knight Valkyrie Wizard Magic Archer
Giant Skeleton Knight Valkyrie Witch Electro Wizard
Valkyrie Giant Skeleton Knight Electro Wizard
Giant Skeleton Knight Valkyrie Witch
Wizard Witch Ice Wizard Electro Wizard Magic Archer
Knight Valkyrie Witch Giant Skeleton Ice Wizard Electro Wizard
Giant Skeleton Knight Valkyrie
Giant Skeleton Electro Wizard Knight Valkyrie Witch Magic Archer
Witch
Knight Valkyrie Witch Giant Skeleton
Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Knight Valkyrie Wizard Witch
Wizard Valkyrie Witch Magic Archer
Witch Electro Wizard Knight Valkyrie Giant Skeleton Magic Archer
Valkyrie Wizard Witch Giant Skeleton Ice Wizard Electro Wizard Magic Archer
Ice Wizard 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.)

Magic Archer Knight Valkyrie Giant Skeleton
Ice Wizard Electro Wizard Magic Archer
Giant Skeleton Magic Archer
Knight Valkyrie Giant Skeleton
Wizard Valkyrie Magic Archer
Wizard Witch Ice Wizard Magic Archer
Wizard Witch Magic Archer
Wizard Ice Wizard Magic Archer
Wizard
Electro Wizard
Knight Valkyrie Wizard Electro Wizard Magic Archer
Wizard Magic Archer
Knight Magic Archer
Magic Archer
Magic Archer
Wizard Witch Magic Archer
Magic Archer Wizard
Wizard Electro Wizard Magic Archer
Valkyrie Wizard Witch Magic Archer
Giant Skeleton Magic Archer
Wizard
Valkyrie Wizard Witch Ice Wizard Magic Archer
Witch
Wizard Witch Ice Wizard Electro Wizard Magic Archer
Wizard Witch Magic Archer
Magic Archer
Wizard Witch Ice Wizard Electro Wizard Magic Archer
Electro Wizard Wizard Witch
Wizard Magic Archer
Electro Wizard Magic Archer
Giant Skeleton
Wizard Magic Archer
Electro Wizard Witch Magic Archer
Wizard Witch Ice Wizard Electro Wizard Magic Archer
Knight Valkyrie Wizard Electro Wizard Magic Archer
Wizard Magic Archer
Giant Skeleton
Witch Giant Skeleton Electro Wizard Magic Archer
Witch Electro Wizard Magic Archer
Witch Giant Skeleton Electro Wizard Magic Archer
Wizard

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