My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

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

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!
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!
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.

Archers Baby Dragon 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.

Archers Valkyrie Baby Dragon Witch Balloon Giant Skeleton

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Rage

Punishments

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

Balloon

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.

Valkyrie Baby Dragon Balloon Giant Skeleton

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 Balloon Giant Skeleton

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
Archers Balloon Giant Skeleton
Giant Snowball
Archers Baby Dragon Witch Balloon
Zap
Archers Witch Balloon
Barbarian Barrel
Archers Valkyrie Witch Giant Skeleton
The Log
Archers Witch Giant Skeleton
Earthquake
Archers Witch
Arrows
Archers Witch
Royal Delivery
Archers Valkyrie Baby Dragon Witch Balloon Giant Skeleton
Fireball
Archers Baby Dragon Witch Balloon
Poison
Archers Witch Balloon
Lightning
Valkyrie Baby Dragon Witch Balloon
Rocket
Valkyrie Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Baby Dragon

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.

Arrows Valkyrie Rage Baby Dragon Giant Skeleton

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Archers Arrows Valkyrie Baby Dragon Witch Balloon Giant Skeleton

Shortest cycle

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

12 Rage Archers Arrows Valkyrie

Attack Synergies 5 14

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.

Archers
Valkyrie Arrows Baby Dragon Balloon Giant Skeleton
Arrows
Balloon Archers Giant Skeleton
Valkyrie
Archers Balloon Baby Dragon Witch Giant Skeleton
Rage
Witch Balloon Giant Skeleton
Baby Dragon
Archers Valkyrie Witch Balloon Giant Skeleton
Witch
Rage Valkyrie Baby Dragon Giant Skeleton
Balloon
Arrows Valkyrie Rage Archers Baby Dragon Giant Skeleton
Giant Skeleton
Archers Arrows Valkyrie Rage Baby Dragon Witch Balloon

Defense Synergies 1 10

Archers
Valkyrie Baby Dragon Witch Giant Skeleton
Arrows
Valkyrie Giant Skeleton
Valkyrie
Archers Arrows Baby Dragon Witch
Rage
Baby Dragon
Archers Valkyrie Witch Giant Skeleton
Witch
Archers Valkyrie Baby Dragon Giant Skeleton
Balloon
Giant Skeleton
Archers Arrows Baby Dragon 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.

Valkyrie Baby Dragon
Valkyrie Witch
Witch Archers Valkyrie Giant Skeleton
Witch Valkyrie
Arrows Valkyrie Giant Skeleton
Arrows Archers Valkyrie Baby Dragon
Archers Arrows Baby Dragon Witch
Arrows Valkyrie Baby Dragon Giant Skeleton
Witch
Archers Valkyrie Giant Skeleton
Archers Valkyrie Witch Arrows Baby Dragon Giant Skeleton
Arrows Archers Baby Dragon Witch
Valkyrie Witch Giant Skeleton
Valkyrie Arrows Baby Dragon Witch
Arrows Valkyrie Witch
Arrows Archers Valkyrie Baby Dragon Witch
Arrows Valkyrie Baby Dragon Witch Archers Giant Skeleton
Valkyrie Archers Arrows Baby Dragon Witch Giant Skeleton

Counters to secondary win conditions

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

Valkyrie Archers Witch Giant Skeleton
Archers Arrows Valkyrie Baby Dragon
Giant Skeleton Valkyrie Witch
Valkyrie Giant Skeleton
Giant Skeleton Valkyrie Witch
Arrows Archers Baby Dragon Witch
Archers Valkyrie Witch Giant Skeleton
Giant Skeleton Valkyrie
Giant Skeleton Valkyrie Baby Dragon Witch
Witch
Valkyrie Witch Giant Skeleton
Arrows Valkyrie Giant Skeleton
Giant Skeleton Valkyrie Witch
Archers Valkyrie Baby Dragon Witch
Witch Archers Valkyrie Baby Dragon Giant Skeleton
Arrows Valkyrie Archers Baby Dragon Witch Giant Skeleton

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 Baby Dragon Giant Skeleton
Arrows Baby Dragon
Arrows Baby Dragon Giant Skeleton
Arrows Valkyrie Giant Skeleton
Arrows Valkyrie Baby Dragon
Arrows Baby Dragon Witch
Archers Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows
Arrows Valkyrie
Archers Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows
Archers Arrows Baby Dragon
Arrows Valkyrie Baby Dragon Witch
Baby Dragon Giant Skeleton
Arrows
Arrows Baby Dragon
Arrows Valkyrie Baby Dragon Witch
Witch
Arrows Baby Dragon Witch
Arrows Baby Dragon Witch
Arrows Baby Dragon
Archers Arrows Baby Dragon Witch
Witch
Arrows
Arrows
Giant Skeleton
Arrows
Archers Witch
Archers Arrows Baby Dragon Witch
Arrows
Valkyrie Baby Dragon
Arrows Baby Dragon
Arrows Giant Skeleton
Baby Dragon Witch Giant Skeleton
Witch
Baby Dragon Witch Giant Skeleton

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