My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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 Witch Balloon Skeleton King

Offensive cards

Win conditions

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

Goblin Barrel Balloon

Damage spells

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

Arrows

Punishments

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

Goblin Barrel Balloon

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.

Knight Valkyrie Balloon Skeleton King

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 Balloon

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 Guards Balloon Skeleton King
Giant Snowball
Goblin Barrel Guards Witch Balloon Skeleton King
Zap
Goblin Barrel Guards Witch Balloon Skeleton King
Barbarian Barrel
Knight Valkyrie Goblin Barrel Guards Witch Skeleton King
The Log
Goblin Barrel Guards Witch Skeleton King
Earthquake
Goblin Barrel Guards Witch Skeleton King
Arrows
Goblin Barrel Guards Witch Skeleton King
Royal Delivery
Knight Valkyrie Goblin Barrel Guards Witch Balloon Skeleton King
Fireball
Goblin Barrel Witch Balloon Skeleton King
Poison
Guards Witch Balloon Skeleton King
Lightning
Knight Valkyrie Witch Balloon Skeleton King
Rocket
Valkyrie Witch Balloon Skeleton King

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 Skeleton King

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 Guards

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.

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.

Arrows Knight Goblin Barrel Guards Valkyrie Skeleton King Witch Balloon

Shortest cycle

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

12 Arrows Knight Goblin Barrel Guards

Attack Synergies 5 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.

Arrows
Balloon Knight Goblin Barrel
Knight
Goblin Barrel Balloon Arrows Witch
Valkyrie
Goblin Barrel Balloon Witch
Goblin Barrel
Knight Valkyrie Arrows Guards Balloon Skeleton King
Guards
Goblin Barrel
Witch
Knight Valkyrie Skeleton King
Balloon
Arrows Knight Valkyrie Goblin Barrel
Skeleton King
Goblin Barrel Witch

Defense Synergies 0 5

Arrows
Knight Valkyrie
Knight
Arrows Witch
Valkyrie
Arrows Witch
Goblin Barrel
Guards
Witch
Witch
Knight Valkyrie Guards
Balloon
Skeleton King

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
Knight Valkyrie Witch
Witch Knight Valkyrie
Witch Knight Valkyrie Guards Skeleton King
Arrows Valkyrie
Arrows Valkyrie Guards
Arrows Witch
Arrows Valkyrie
Witch Skeleton King
Knight Guards Valkyrie
Valkyrie Guards Witch Arrows Knight Skeleton King
Arrows Witch
Knight Valkyrie Guards Witch
Valkyrie Arrows Guards Witch Skeleton King
Knight Skeleton King
Arrows Knight Valkyrie Witch
Arrows Knight Valkyrie Guards Witch
Arrows Valkyrie Witch Knight Guards
Valkyrie Arrows Knight Guards Witch

Counters to secondary win conditions

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

Knight Valkyrie Guards Witch
Arrows Knight Valkyrie
Guards Knight Valkyrie Witch
Valkyrie Guards Knight
Knight Valkyrie Guards Witch
Arrows Witch
Guards Knight Valkyrie Witch
Knight Valkyrie
Knight Valkyrie Witch
Witch Guards
Knight Valkyrie Guards Witch
Arrows Valkyrie Guards
Knight Valkyrie Guards Witch Skeleton King
Valkyrie Witch
Guards Witch Knight Valkyrie Skeleton King
Arrows Valkyrie Witch Skeleton King
Arrows

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 Knight Valkyrie Guards
Arrows
Arrows
Arrows Knight Valkyrie Guards
Arrows Valkyrie
Arrows Witch
Arrows Witch
Arrows
Arrows
Guards
Arrows Knight Valkyrie
Arrows
Knight
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Arrows
Arrows Valkyrie Witch
Arrows
Arrows
Arrows Valkyrie Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Arrows Witch
Guards Witch
Arrows
Arrows
Arrows
Guards Witch
Arrows Witch
Arrows
Knight Valkyrie
Arrows Skeleton King
Arrows
Guards Witch Skeleton King
Witch
Witch

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