My Best Clash Royale Deck

Deck Check Rating

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

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 Minions 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 Giant Witch

Offensive cards

Win conditions

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

Giant

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.

Elite Barbarians Giant

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.

Elite Barbarians Valkyrie 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.

Elite Barbarians Valkyrie

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 Minions Elite Barbarians Giant
Giant Snowball
Archers Minions Witch
Zap
Archers Minions Witch
Barbarian Barrel
Archers Elite Barbarians Valkyrie Witch
The Log
Archers Elite Barbarians Witch
Earthquake
Archers Witch
Arrows
Archers Minions Witch
Royal Delivery
Archers Minions Elite Barbarians Valkyrie Witch
Fireball
Archers Minions Elite Barbarians Witch
Poison
Archers Minions Witch
Lightning
Elite Barbarians Valkyrie Witch
Rocket
Elite Barbarians Valkyrie Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Arrows Valkyrie Rage

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.

Elite Barbarians

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.

Minions 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Archers Arrows Minions Valkyrie Giant Witch Elite Barbarians

Shortest cycle

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

11 Rage Archers Arrows Minions

Attack Synergies 9 8

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 Elite Barbarians Giant
Arrows
Elite Barbarians Giant Archers
Minions
Giant Rage Elite Barbarians Valkyrie
Elite Barbarians
Arrows Valkyrie Rage Archers Minions
Valkyrie
Archers Elite Barbarians Minions Giant Witch
Giant
Arrows Minions Rage Archers Valkyrie Witch
Rage
Minions Elite Barbarians Giant Witch
Witch
Rage Valkyrie Giant

Defense Synergies 3 4

Archers
Valkyrie Minions Witch
Arrows
Valkyrie
Minions
Valkyrie Archers
Elite Barbarians
Valkyrie
Valkyrie
Archers Minions Elite Barbarians Arrows Witch
Giant
Rage
Witch
Archers Valkyrie

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.

Minions Valkyrie
Elite Barbarians Minions Valkyrie Witch
Witch Archers Minions Elite Barbarians Valkyrie
Elite Barbarians Witch Minions Valkyrie
Arrows Elite Barbarians Valkyrie
Arrows Archers Minions Valkyrie
Minions Archers Arrows Witch
Arrows Valkyrie
Witch Minions Elite Barbarians
Elite Barbarians Archers Valkyrie
Archers Minions Valkyrie Witch Arrows
Arrows Minions Archers Witch
Minions Elite Barbarians Valkyrie Witch
Valkyrie Arrows Minions Witch
Elite Barbarians
Elite Barbarians
Arrows Minions Elite Barbarians Valkyrie Witch
Arrows Archers Minions Elite Barbarians Valkyrie Witch
Arrows Valkyrie Witch Archers Minions
Elite Barbarians
Valkyrie Archers Arrows Minions Elite Barbarians Witch

Counters to secondary win conditions

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

Valkyrie Archers Elite Barbarians Witch
Archers Arrows Elite Barbarians Valkyrie
Minions Elite Barbarians Valkyrie Witch
Valkyrie Elite Barbarians
Elite Barbarians Valkyrie Witch
Arrows Archers Minions Witch
Archers Minions Elite Barbarians Valkyrie Witch
Elite Barbarians Valkyrie
Minions Elite Barbarians Valkyrie Witch
Witch
Minions Elite Barbarians Valkyrie Witch
Arrows Elite Barbarians Valkyrie
Elite Barbarians Valkyrie Witch
Archers Valkyrie Witch
Elite Barbarians Witch Archers Minions Valkyrie
Arrows Minions Valkyrie Archers Elite Barbarians Witch

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
Arrows
Arrows
Arrows Valkyrie
Arrows Valkyrie
Arrows Minions Witch
Archers Arrows Witch
Arrows
Arrows
Minions Elite Barbarians
Arrows Valkyrie
Archers Arrows
Elite Barbarians
Arrows Minions
Arrows Elite Barbarians
Arrows Witch
Arrows
Arrows
Minions
Archers Arrows
Arrows Valkyrie Witch
Minions
Arrows
Arrows
Arrows Valkyrie Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Elite Barbarians Archers Arrows Witch
Minions Witch
Elite Barbarians
Arrows
Arrows
Arrows
Archers Minions Witch
Archers Arrows Witch
Arrows
Valkyrie
Arrows
Arrows
Elite Barbarians
Minions Elite Barbarians Witch
Witch
Witch

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