My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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 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.

Knight Valkyrie Wizard Witch Bandit

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 Fireball Tornado

Punishments

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

Bandit

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Valkyrie Bandit

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 Bandit

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
Bandit
Giant Snowball
Witch
Zap
Witch Bandit
Barbarian Barrel
Knight Valkyrie Wizard Witch Bandit
The Log
Witch Bandit
Earthquake
Witch
Arrows
Witch
Royal Delivery
Knight Valkyrie Wizard Witch Bandit
Fireball
Wizard Witch Bandit
Poison
Wizard Witch
Lightning
Knight Valkyrie Wizard Witch Bandit
Rocket
Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Valkyrie Wizard Tornado

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 Knight Valkyrie Tornado

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.

Fireball

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.

Fireball Wizard 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.

Arrows Knight Tornado Bandit Fireball Valkyrie Wizard Witch

Shortest cycle

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

12 Arrows Knight Tornado Bandit

Attack Synergies 3 12

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.

Arrows
Fireball Knight Bandit
Knight
Arrows Fireball Wizard Witch
Fireball
Arrows Tornado Knight
Valkyrie
Wizard Tornado Witch Bandit
Wizard
Tornado Knight Valkyrie Bandit
Tornado
Fireball Wizard Valkyrie Witch
Witch
Knight Valkyrie Tornado Bandit
Bandit
Arrows Valkyrie Wizard Witch

Defense Synergies 2 18

Arrows
Knight Fireball Valkyrie Tornado Bandit
Knight
Arrows Fireball Wizard Tornado Witch
Fireball
Tornado Arrows Knight Valkyrie Bandit
Valkyrie
Arrows Fireball Wizard Tornado Witch Bandit
Wizard
Tornado Knight Valkyrie Bandit
Tornado
Fireball Wizard Arrows Knight Valkyrie Witch
Witch
Knight Valkyrie Tornado Bandit
Bandit
Arrows Fireball Valkyrie 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 Fireball Valkyrie Wizard
Knight Valkyrie Witch Bandit
Tornado Witch Knight Valkyrie Bandit
Witch Knight Valkyrie Bandit
Arrows Fireball Valkyrie Tornado
Arrows Fireball Tornado Valkyrie Bandit
Tornado Arrows Fireball Wizard Witch
Arrows Fireball Valkyrie Bandit
Witch Tornado
Knight Tornado Valkyrie Bandit
Valkyrie Witch Arrows Knight Fireball Wizard Tornado Bandit
Arrows Fireball Wizard Tornado Witch
Knight Fireball Valkyrie Wizard Witch Bandit
Fireball Valkyrie Wizard Arrows Tornado Witch
Knight Bandit
Tornado Fireball Bandit
Wizard Arrows Knight Fireball Valkyrie Tornado Witch
Arrows Fireball Knight Valkyrie Wizard Tornado Witch Bandit
Arrows Valkyrie Wizard Tornado Witch Knight Fireball Bandit
Tornado
Valkyrie Wizard Arrows Knight Fireball Witch Bandit

Counters to secondary win conditions

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

Knight Valkyrie Fireball Witch Bandit
Fireball Bandit Arrows Knight Valkyrie Wizard
Bandit Knight Valkyrie Witch
Valkyrie Knight Fireball Tornado Bandit
Knight Valkyrie Witch Bandit
Arrows Fireball Wizard Tornado Witch
Knight Fireball Valkyrie Witch Bandit
Knight Valkyrie
Knight Fireball Valkyrie Tornado Witch Bandit
Witch
Knight Valkyrie Witch
Arrows Fireball Valkyrie Tornado
Knight Fireball Valkyrie Wizard Witch Bandit
Wizard Fireball Valkyrie Witch
Witch Knight Fireball Valkyrie Tornado
Arrows Valkyrie Fireball Wizard 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.)

Fireball Arrows Knight Valkyrie Bandit
Arrows Fireball Tornado Bandit
Arrows Fireball Bandit
Arrows Knight Fireball Valkyrie
Fireball Wizard Arrows Valkyrie
Arrows Fireball Wizard Tornado Witch
Arrows Wizard Tornado Witch
Arrows Fireball Wizard Tornado
Arrows Fireball Wizard Tornado Bandit
Fireball Tornado
Arrows Knight Fireball Valkyrie Wizard Tornado Bandit
Fireball Arrows Wizard Tornado
Knight Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Arrows Fireball Wizard Witch Bandit
Arrows Fireball Wizard Bandit
Arrows Fireball Tornado
Arrows Fireball Wizard Bandit
Arrows Fireball Valkyrie Wizard Tornado Witch
Fireball
Arrows Fireball Wizard Tornado
Tornado
Arrows Fireball
Arrows Tornado Fireball Valkyrie Wizard Witch
Witch
Arrows Fireball Wizard Tornado Witch Bandit
Fireball Arrows Wizard Tornado Witch Bandit
Fireball Arrows Tornado Bandit
Arrows Fireball Wizard Tornado Witch
Fireball Wizard Witch
Fireball
Arrows Fireball Wizard Bandit
Arrows Fireball
Arrows Fireball Wizard
Fireball Witch Bandit
Fireball Arrows Wizard Tornado Witch
Arrows Fireball
Fireball Knight Valkyrie Wizard
Arrows Fireball Wizard
Arrows Fireball Tornado
Fireball Tornado Witch
Fireball Tornado Witch
Fireball Tornado Witch Bandit

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