My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
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!
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.

Wizard Baby Dragon Witch Ice Wizard

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 Baby Dragon Witch Ice Wizard Royal Ghost

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

Punishments

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

Royal Ghost

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 Royal Ghost

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 Royal Ghost

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
Giant Snowball
Skeleton Army Baby Dragon Witch
Zap
Skeleton Army Witch
Barbarian Barrel
Knight Valkyrie Wizard Skeleton Army Witch Ice Wizard Royal Ghost
The Log
Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Knight Valkyrie Wizard Skeleton Army Baby Dragon Witch Ice Wizard Royal Ghost
Fireball
Wizard Skeleton Army Baby Dragon Witch Ice Wizard
Poison
Wizard Skeleton Army Witch Ice Wizard
Lightning
Knight Valkyrie Wizard Baby Dragon Witch Ice Wizard
Rocket
Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Baby Dragon Ice Wizard Royal Ghost

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 Ice Wizard Royal Ghost

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.

Wizard Witch Ice 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 Skeleton Army Ice Wizard Royal Ghost Valkyrie Baby Dragon Wizard Witch

Shortest cycle

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

12 Knight Skeleton Army Ice Wizard Royal Ghost

Attack Synergies 1 11

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 Wizard Witch Ice Wizard
Valkyrie
Wizard Baby Dragon Witch Royal Ghost
Wizard
Knight Valkyrie Royal Ghost
Skeleton Army
Baby Dragon
Knight Valkyrie Witch Ice Wizard
Witch
Knight Valkyrie Baby Dragon Royal Ghost
Ice Wizard
Knight Baby Dragon
Royal Ghost
Valkyrie Wizard Witch

Defense Synergies 2 15

Knight
Ice Wizard Wizard Skeleton Army Baby Dragon Witch
Valkyrie
Wizard Baby Dragon Witch Ice Wizard
Wizard
Knight Valkyrie Skeleton Army Ice Wizard Royal Ghost
Skeleton Army
Knight Wizard Ice Wizard
Baby Dragon
Ice Wizard Knight Valkyrie Witch
Witch
Knight Valkyrie Baby Dragon Ice Wizard Royal Ghost
Ice Wizard
Knight Baby Dragon Valkyrie Wizard Skeleton Army Witch
Royal Ghost
Wizard 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 Valkyrie Wizard Baby Dragon
Skeleton Army Knight Valkyrie Witch Ice Wizard
Skeleton Army Witch Knight Valkyrie Ice Wizard
Skeleton Army Witch Knight Valkyrie Ice Wizard
Valkyrie Skeleton Army
Skeleton Army Valkyrie Baby Dragon Ice Wizard Royal Ghost
Wizard Baby Dragon Witch Ice Wizard
Valkyrie Baby Dragon
Witch Skeleton Army Ice Wizard
Knight Skeleton Army Valkyrie Ice Wizard Royal Ghost
Valkyrie Skeleton Army Witch Ice Wizard Knight Wizard Baby Dragon Royal Ghost
Wizard Baby Dragon Witch Ice Wizard
Skeleton Army Knight Valkyrie Wizard Witch Ice Wizard
Valkyrie Wizard Skeleton Army Baby Dragon Witch Royal Ghost
Skeleton Army Knight
Skeleton Army
Wizard Knight Valkyrie Skeleton Army Witch
Knight Valkyrie Wizard Skeleton Army Baby Dragon Witch Ice Wizard Royal Ghost
Valkyrie Wizard Baby Dragon Witch Knight Ice Wizard Royal Ghost
Valkyrie Wizard Skeleton Army Royal Ghost Knight Baby Dragon Witch

Counters to secondary win conditions

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

Knight Valkyrie Skeleton Army Witch Royal Ghost
Knight Valkyrie Wizard Baby Dragon Royal Ghost
Skeleton Army Knight Valkyrie Witch
Valkyrie Skeleton Army Knight
Knight Valkyrie Skeleton Army Witch
Wizard Baby Dragon Witch Ice Wizard
Skeleton Army Knight Valkyrie Witch Ice Wizard
Knight Valkyrie Skeleton Army
Knight Valkyrie Skeleton Army Baby Dragon Witch
Witch Skeleton Army
Knight Valkyrie Witch
Skeleton Army Valkyrie
Skeleton Army Knight Valkyrie Wizard Witch
Wizard Valkyrie Skeleton Army Baby Dragon Witch
Skeleton Army Witch Knight Valkyrie Baby Dragon
Valkyrie Wizard Baby Dragon Witch Ice Wizard Royal Ghost

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 Royal Ghost
Baby Dragon Ice Wizard Royal Ghost
Baby Dragon
Knight Valkyrie
Wizard Valkyrie Baby Dragon
Wizard Baby Dragon Witch Ice Wizard
Wizard Baby Dragon Witch
Wizard Baby Dragon Ice Wizard
Wizard
Knight Valkyrie Wizard
Wizard Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard Baby Dragon
Valkyrie Wizard Baby Dragon Witch
Baby Dragon
Wizard
Baby Dragon
Valkyrie Wizard Baby Dragon Witch Ice Wizard
Witch
Wizard Baby Dragon Witch Ice Wizard Royal Ghost
Wizard Baby Dragon Witch
Baby Dragon
Wizard Baby Dragon Witch Ice Wizard
Wizard Witch
Wizard
Wizard
Skeleton Army Witch
Wizard Baby Dragon Witch Ice Wizard
Knight Valkyrie Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon Witch
Witch
Baby Dragon Witch Royal Ghost

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