My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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 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 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

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.

Skeletons Valkyrie Witch Mighty Miner

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.

Arrows

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.

Electro Spirit Valkyrie Battle Healer Mighty Miner

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.

Electro Spirit Valkyrie Mighty Miner

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
Skeletons Guards Mighty Miner
Giant Snowball
Skeletons Guards Witch Mighty Miner
Zap
Skeletons Guards Witch Mighty Miner
Barbarian Barrel
Skeletons Electro Spirit Valkyrie Guards Witch
The Log
Skeletons Electro Spirit Guards Witch
Earthquake
Skeletons Guards Witch
Arrows
Skeletons Electro Spirit Guards Witch
Royal Delivery
Skeletons Electro Spirit Valkyrie Battle Healer Guards Witch
Fireball
Battle Healer Witch Mighty Miner
Poison
Battle Healer Guards Witch
Lightning
Valkyrie Battle Healer Witch Mighty Miner
Rocket
Valkyrie Battle Healer Witch Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Valkyrie

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.

Electro Spirit Arrows Valkyrie Battle Healer Guards Mighty Miner

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Arrows Guards Valkyrie Battle Healer Mighty Miner Witch

Shortest cycle

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

8 Skeletons Electro Spirit Arrows Guards

Attack Synergies 0 5

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.

Skeletons
Electro Spirit
Arrows
Battle Healer Mighty Miner
Valkyrie
Battle Healer Witch
Battle Healer
Arrows Valkyrie Witch
Guards
Witch
Valkyrie Battle Healer
Mighty Miner
Arrows

Defense Synergies 0 9

Skeletons
Electro Spirit Battle Healer Witch
Electro Spirit
Skeletons
Arrows
Valkyrie Battle Healer
Valkyrie
Arrows Battle Healer Witch
Battle Healer
Skeletons Arrows Valkyrie Witch
Guards
Witch
Witch
Skeletons Valkyrie Battle Healer Guards
Mighty Miner

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.

Valkyrie
Skeletons Valkyrie Battle Healer Witch
Witch Skeletons Valkyrie
Witch Skeletons Valkyrie Guards
Arrows Valkyrie Battle Healer
Arrows Skeletons Electro Spirit Valkyrie Guards
Electro Spirit Arrows Witch
Electro Spirit Arrows Valkyrie Battle Healer
Witch Mighty Miner Skeletons
Guards Skeletons Valkyrie Battle Healer
Valkyrie Guards Witch Skeletons Electro Spirit Arrows
Arrows Witch
Skeletons Valkyrie Battle Healer Guards Witch
Valkyrie Electro Spirit Arrows Guards Witch
Skeletons Arrows Valkyrie Witch
Arrows Valkyrie Electro Spirit Battle Healer Guards Witch
Arrows Valkyrie Witch Electro Spirit Battle Healer Guards
Valkyrie Electro Spirit Arrows Battle Healer Guards Witch
Guards Mighty Miner

Counters to secondary win conditions

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

Valkyrie Guards Skeletons Battle Healer Witch
Arrows Valkyrie Battle Healer
Guards Skeletons Valkyrie Battle Healer Witch
Valkyrie Guards Battle Healer
Skeletons Valkyrie Battle Healer Guards Witch Mighty Miner
Arrows Skeletons Electro Spirit Witch
Guards Skeletons Valkyrie Battle Healer Witch
Mighty Miner Valkyrie Battle Healer
Skeletons Electro Spirit Valkyrie Witch
Witch Skeletons Guards
Valkyrie Guards Witch
Arrows Valkyrie Guards
Skeletons Valkyrie Guards Witch
Valkyrie Witch
Guards Witch Skeletons Electro Spirit Valkyrie Battle Healer Mighty Miner
Arrows Valkyrie Electro Spirit Battle Healer Witch Mighty Miner
Electro Spirit Arrows

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.)

Arrows Valkyrie Guards
Arrows
Arrows
Arrows Valkyrie Guards
Arrows Valkyrie
Arrows Electro Spirit Witch
Arrows Witch
Arrows
Arrows
Guards
Arrows Valkyrie
Arrows
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Arrows
Arrows Valkyrie Witch
Arrows
Arrows
Arrows Electro Spirit Valkyrie Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Arrows Witch
Electro Spirit Guards Witch
Arrows
Electro Spirit Arrows
Mighty Miner
Arrows
Electro Spirit Guards Witch
Arrows Witch
Arrows
Valkyrie
Arrows
Arrows
Electro Spirit Guards Witch
Witch
Witch

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