My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Zappies 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.

Valkyrie Zappies Witch Giant Skeleton Lumberjack

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.

Lumberjack

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 Giant Skeleton Lumberjack

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 Giant Skeleton Lumberjack

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
Clone Giant Skeleton
Giant Snowball
Zappies Clone Witch Lumberjack
Zap
Zappies Clone Witch
Barbarian Barrel
Valkyrie Zappies Clone Witch Giant Skeleton Lumberjack
The Log
Zappies Clone Witch Giant Skeleton Lumberjack
Earthquake
Zappies Clone Witch
Arrows
Zappies Clone Witch
Royal Delivery
Valkyrie Zappies Clone Witch Giant Skeleton Lumberjack
Fireball
Zappies Clone Witch Lumberjack
Poison
Zappies Clone Witch
Lightning
Valkyrie Witch Lumberjack
Rocket
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 Clone 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Clone Valkyrie Zappies Lumberjack Witch Giant Skeleton

Shortest cycle

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

10 Mirror Arrows Clone Valkyrie

Attack Synergies 3 15

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
Mirror Giant Skeleton Lumberjack
Valkyrie
Lumberjack Zappies Witch Giant Skeleton
Zappies
Valkyrie Clone Giant Skeleton Lumberjack
Mirror
Arrows Giant Skeleton Lumberjack
Clone
Giant Skeleton Zappies Witch Lumberjack
Witch
Valkyrie Clone Giant Skeleton Lumberjack
Giant Skeleton
Clone Arrows Valkyrie Zappies Mirror Witch Lumberjack
Lumberjack
Valkyrie Arrows Zappies Mirror Clone Witch Giant Skeleton

Defense Synergies 1 14

Arrows
Mirror Valkyrie Giant Skeleton Lumberjack
Valkyrie
Arrows Zappies Mirror Witch Lumberjack
Zappies
Valkyrie Mirror Giant Skeleton Lumberjack
Mirror
Arrows Valkyrie Zappies Lumberjack
Clone
Witch
Valkyrie Giant Skeleton Lumberjack
Giant Skeleton
Arrows Zappies Witch Lumberjack
Lumberjack
Arrows Valkyrie Zappies Mirror Witch Giant Skeleton

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 Zappies
Lumberjack Valkyrie Zappies Witch
Witch Lumberjack Valkyrie Zappies Giant Skeleton
Witch Lumberjack Valkyrie Zappies
Arrows Valkyrie Giant Skeleton Lumberjack
Arrows Valkyrie Zappies Lumberjack
Arrows Zappies Witch
Arrows Valkyrie Giant Skeleton
Zappies Witch Lumberjack
Valkyrie Zappies Giant Skeleton Lumberjack
Valkyrie Witch Arrows Zappies Giant Skeleton Lumberjack
Arrows Zappies Witch
Lumberjack Valkyrie Zappies Witch Giant Skeleton
Valkyrie Arrows Zappies Witch Lumberjack
Zappies Lumberjack
Zappies Lumberjack
Arrows Valkyrie Zappies Witch Lumberjack
Arrows Valkyrie Zappies Witch Lumberjack
Arrows Valkyrie Witch Zappies Giant Skeleton Lumberjack
Zappies Lumberjack
Valkyrie Arrows Zappies Witch Giant Skeleton Lumberjack

Counters to secondary win conditions

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

Valkyrie Lumberjack Zappies Witch Giant Skeleton
Arrows Valkyrie Lumberjack
Zappies Giant Skeleton Lumberjack Valkyrie Witch
Valkyrie Giant Skeleton Lumberjack Zappies
Giant Skeleton Valkyrie Zappies Witch Lumberjack
Arrows Zappies Witch
Valkyrie Zappies Witch Giant Skeleton Lumberjack
Giant Skeleton Valkyrie Zappies Lumberjack
Giant Skeleton Valkyrie Zappies Witch
Witch Zappies
Valkyrie Zappies Witch Giant Skeleton Lumberjack
Arrows Valkyrie Giant Skeleton
Giant Skeleton Valkyrie Zappies Witch Lumberjack
Valkyrie Zappies Witch
Zappies Witch Valkyrie Giant Skeleton Lumberjack
Arrows Valkyrie Zappies 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 Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Valkyrie Giant Skeleton
Arrows Valkyrie
Arrows Witch
Arrows Witch
Arrows
Arrows
Lumberjack
Arrows Valkyrie
Arrows
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Arrows
Arrows Valkyrie Witch
Giant Skeleton
Arrows
Arrows
Arrows Valkyrie Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Arrows Witch
Zappies Witch
Arrows
Arrows Zappies
Giant Skeleton
Arrows
Zappies Witch
Arrows Zappies Witch
Arrows
Valkyrie Lumberjack
Arrows
Arrows Giant Skeleton
Zappies Witch Giant Skeleton
Zappies Witch
Witch Giant Skeleton

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