My Best Clash Royale Deck

Deck Check Rating

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

4 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 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 Inferno Dragon Night 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 Balloon Giant Skeleton Inferno Dragon Night Witch

Offensive cards

Win conditions

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

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.

Balloon

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 Balloon Giant Skeleton

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 Balloon Giant Skeleton

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
Balloon Giant Skeleton Inferno Dragon Night Witch
Giant Snowball
Balloon Inferno Dragon Night Witch
Zap
Balloon Inferno Dragon Night Witch
Barbarian Barrel
Knight Valkyrie Wizard Giant Skeleton Night Witch
The Log
Giant Skeleton
Earthquake
Arrows
Night Witch
Royal Delivery
Knight Valkyrie Wizard Balloon Giant Skeleton Inferno Dragon Night Witch
Fireball
Wizard Balloon Inferno Dragon Night Witch
Poison
Wizard Balloon Night Witch
Lightning
Knight Valkyrie Wizard Balloon Inferno Dragon Night Witch
Rocket
Valkyrie Wizard Balloon Inferno Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

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 Giant Skeleton Inferno Dragon Night Witch

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

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 Valkyrie Inferno Dragon Night Witch Wizard Balloon Giant Skeleton

Shortest cycle

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

14 Arrows Knight Valkyrie Inferno Dragon

Attack Synergies 3 11

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 Giant Skeleton Night Witch
Knight
Balloon Arrows Wizard Night Witch
Valkyrie
Balloon Wizard Giant Skeleton
Wizard
Knight Valkyrie Balloon Giant Skeleton
Balloon
Arrows Knight Valkyrie Wizard Giant Skeleton
Giant Skeleton
Arrows Valkyrie Wizard Balloon Night Witch
Inferno Dragon
Night Witch
Arrows Knight Giant Skeleton

Defense Synergies 0 8

Arrows
Knight Valkyrie Giant Skeleton
Knight
Arrows Wizard Night Witch
Valkyrie
Arrows Wizard Night Witch
Wizard
Knight Valkyrie Giant Skeleton
Balloon
Giant Skeleton
Arrows Wizard
Inferno Dragon
Night Witch
Knight 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.

Knight Valkyrie Wizard
Inferno Dragon Knight Valkyrie Night Witch
Knight Valkyrie Giant Skeleton Inferno Dragon Night Witch
Inferno Dragon Night Witch Knight Valkyrie
Arrows Valkyrie Giant Skeleton
Arrows Valkyrie Night Witch
Inferno Dragon Arrows Wizard Night Witch
Arrows Valkyrie Giant Skeleton
Inferno Dragon Night Witch
Knight Valkyrie Giant Skeleton Night Witch
Valkyrie Arrows Knight Wizard Giant Skeleton Night Witch
Arrows Inferno Dragon Wizard Night Witch
Night Witch Knight Valkyrie Wizard Giant Skeleton
Valkyrie Wizard Arrows Night Witch
Inferno Dragon Knight
Inferno Dragon
Wizard Arrows Knight Valkyrie Night Witch
Arrows Knight Valkyrie Wizard Night Witch
Arrows Valkyrie Wizard Knight Giant Skeleton Inferno Dragon
Inferno Dragon
Valkyrie Wizard Arrows Knight Giant Skeleton Night Witch

Counters to secondary win conditions

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

Knight Valkyrie Giant Skeleton
Arrows Knight Valkyrie Wizard Inferno Dragon
Giant Skeleton Knight Valkyrie
Valkyrie Giant Skeleton Knight Night Witch
Giant Skeleton Knight Valkyrie Inferno Dragon Night Witch
Arrows Wizard
Knight Valkyrie Giant Skeleton Night Witch
Giant Skeleton Knight Valkyrie Inferno Dragon
Giant Skeleton Knight Valkyrie Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Valkyrie Giant Skeleton
Arrows Valkyrie Giant Skeleton
Giant Skeleton Knight Valkyrie Wizard Night Witch
Wizard Valkyrie
Knight Valkyrie Giant Skeleton Inferno Dragon Night Witch
Arrows Valkyrie Wizard Giant Skeleton Inferno Dragon

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 Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Knight Valkyrie Giant Skeleton
Wizard Arrows Valkyrie
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Night Witch
Arrows Knight Valkyrie Wizard
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Night Witch
Arrows Wizard
Arrows Valkyrie Wizard
Giant Skeleton Night Witch
Arrows Wizard
Arrows
Arrows Valkyrie Wizard
Inferno Dragon
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Night Witch
Wizard
Night Witch
Arrows Wizard Night Witch
Arrows
Giant Skeleton
Arrows Wizard
Night Witch
Arrows Wizard
Arrows
Knight Valkyrie Wizard
Arrows Wizard
Arrows Giant Skeleton
Giant Skeleton
Giant Skeleton

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