My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 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 Little Prince

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 Little Prince

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard

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

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

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.

Arrows Knight Guards Bandit Little Prince Valkyrie Wizard Witch

Shortest cycle

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

12 Arrows Knight Guards Bandit

Attack Synergies 0 13

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
Knight Bandit
Knight
Arrows Wizard Witch Little Prince
Valkyrie
Wizard Witch Bandit Little Prince
Wizard
Knight Valkyrie Bandit
Guards
Bandit
Witch
Knight Valkyrie Bandit
Bandit
Arrows Valkyrie Wizard Guards Witch Little Prince
Little Prince
Knight Valkyrie Bandit

Defense Synergies 1 15

Arrows
Knight Valkyrie Bandit Little Prince
Knight
Little Prince Arrows Wizard Witch
Valkyrie
Arrows Wizard Witch Bandit Little Prince
Wizard
Knight Valkyrie Guards Bandit
Guards
Wizard Witch
Witch
Knight Valkyrie Guards Bandit
Bandit
Arrows Valkyrie Wizard Witch Little Prince
Little Prince
Knight Arrows Valkyrie Bandit

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
Knight Valkyrie Witch Bandit
Witch Knight Valkyrie Bandit
Witch Knight Valkyrie Guards Bandit
Arrows Valkyrie
Arrows Valkyrie Guards Bandit
Arrows Wizard Witch Little Prince
Arrows Valkyrie Bandit
Witch
Knight Guards Valkyrie Bandit Little Prince
Valkyrie Guards Witch Arrows Knight Wizard Bandit
Arrows Wizard Witch
Knight Valkyrie Wizard Guards Witch Bandit
Valkyrie Wizard Arrows Guards Witch
Knight Bandit
Bandit
Wizard Arrows Knight Valkyrie Witch
Arrows Knight Valkyrie Wizard Guards Witch Bandit Little Prince
Arrows Valkyrie Wizard Witch Knight Guards Bandit Little Prince
Valkyrie Wizard Arrows Knight Guards Witch Bandit Little Prince

Counters to secondary win conditions

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

Knight Valkyrie Guards Witch Bandit
Bandit Arrows Knight Valkyrie Wizard
Guards Bandit Knight Valkyrie Witch
Valkyrie Guards Knight Bandit
Knight Valkyrie Guards Witch Bandit
Arrows Wizard Witch
Guards Knight Valkyrie Witch Bandit
Knight Valkyrie
Knight Valkyrie Witch Bandit
Witch Guards
Knight Valkyrie Guards Witch
Arrows Valkyrie Guards
Knight Valkyrie Wizard Guards Witch Bandit
Wizard Valkyrie Witch
Guards Witch Knight Valkyrie Little Prince
Arrows Valkyrie 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.)

Arrows Knight Valkyrie Guards Bandit
Arrows Bandit
Arrows Bandit
Arrows Knight Valkyrie Guards
Wizard Arrows Valkyrie
Arrows Wizard Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard Bandit
Guards
Arrows Knight Valkyrie Wizard Bandit
Arrows Wizard
Knight Bandit
Arrows Bandit
Arrows
Arrows Wizard Witch Bandit
Arrows Wizard Bandit
Arrows
Arrows Wizard Bandit
Arrows Valkyrie Wizard Witch Little Prince
Arrows Wizard
Arrows
Arrows Valkyrie Wizard Witch Little Prince
Witch
Arrows Wizard Witch Bandit
Arrows Wizard Witch Bandit
Arrows Bandit
Arrows Wizard Witch Little Prince
Wizard Guards Witch
Arrows Wizard Bandit
Arrows
Arrows Wizard
Guards Witch Bandit
Arrows Wizard Witch
Arrows
Knight Valkyrie Wizard
Arrows Wizard
Arrows
Guards Witch
Witch
Witch Bandit Little Prince

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: