My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Zappies Wizard 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.

Valkyrie Zappies Wizard Witch Electro Giant Monk

Offensive cards

Win conditions

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

Goblin Barrel Electro Giant

Damage spells

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

Missing

Punishments

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

Goblin Barrel Electro Giant

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Valkyrie Electro Giant

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 Goblin Barrel Monk

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
Goblin Barrel
Giant Snowball
Zappies Goblin Barrel Witch
Zap
Zappies Goblin Barrel Witch
Barbarian Barrel
Valkyrie Zappies Wizard Goblin Barrel Witch
The Log
Zappies Goblin Barrel Witch
Earthquake
Zappies Goblin Barrel Witch
Arrows
Zappies Goblin Barrel Witch
Royal Delivery
Valkyrie Zappies Wizard Goblin Barrel Witch
Fireball
Zappies Wizard Goblin Barrel Witch
Poison
Zappies Wizard Witch
Lightning
Valkyrie Wizard Witch Monk
Rocket
Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Electro Giant

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.

Valkyrie Electro Giant

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.

Goblin Barrel

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 Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Goblin Barrel Valkyrie Zappies Wizard Witch Monk Electro Giant

Shortest cycle

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

11 Mirror Goblin Barrel Valkyrie Zappies

Attack Synergies 3 4

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.

Valkyrie
Goblin Barrel Zappies Wizard Witch
Zappies
Valkyrie Goblin Barrel
Wizard
Valkyrie
Mirror
Goblin Barrel Electro Giant
Goblin Barrel
Valkyrie Mirror Zappies
Witch
Valkyrie
Electro Giant
Mirror
Monk

Defense Synergies 0 6

Valkyrie
Zappies Wizard Mirror Witch
Zappies
Valkyrie Mirror Electro Giant
Wizard
Valkyrie
Mirror
Valkyrie Zappies
Goblin Barrel
Witch
Valkyrie
Electro Giant
Zappies
Monk

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 Zappies Wizard
Valkyrie Zappies Witch Monk
Witch Valkyrie Zappies
Witch Valkyrie Zappies Monk
Valkyrie Monk
Valkyrie Zappies
Zappies Wizard Witch
Valkyrie Electro Giant Monk
Zappies Witch
Valkyrie Zappies
Valkyrie Witch Zappies Wizard Electro Giant
Zappies Wizard Witch
Valkyrie Zappies Wizard Witch
Valkyrie Wizard Zappies Witch
Zappies
Monk Zappies Electro Giant
Wizard Valkyrie Zappies Witch
Valkyrie Zappies Wizard Witch
Valkyrie Wizard Witch Zappies
Zappies
Valkyrie Wizard Zappies Witch Electro Giant

Counters to secondary win conditions

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

Valkyrie Zappies Witch Electro Giant
Valkyrie Wizard Monk
Zappies Valkyrie Witch
Valkyrie Zappies Monk
Valkyrie Zappies Witch
Wizard Electro Giant Zappies Witch Monk
Valkyrie Zappies Witch
Valkyrie Zappies
Valkyrie Zappies Witch Monk
Witch Zappies
Valkyrie Zappies Witch
Monk Valkyrie Electro Giant
Valkyrie Zappies Wizard Witch
Wizard Valkyrie Zappies Witch Electro Giant
Zappies Witch Electro Giant Valkyrie Monk
Valkyrie Zappies Wizard Witch Electro Giant

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.)

Valkyrie Monk
Monk
Valkyrie
Wizard Valkyrie
Wizard Electro Giant Witch Monk
Wizard Witch
Wizard
Monk Wizard
Monk Valkyrie Wizard
Monk Wizard
Monk
Wizard Witch
Wizard
Monk
Wizard Monk
Valkyrie Wizard Witch Electro Giant Monk
Monk
Wizard
Monk
Monk
Electro Giant Valkyrie Wizard Witch
Witch
Wizard Witch Monk
Wizard Witch Monk
Wizard Witch Electro Giant
Zappies Wizard Witch Electro Giant
Wizard
Zappies Monk
Wizard Monk
Zappies Witch
Zappies Wizard Witch Monk
Valkyrie Wizard
Wizard
Monk Electro Giant
Electro Giant Zappies Witch
Zappies Witch
Witch Electro Giant Monk

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