My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Archers Goblin Gang 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.

Archers Royal Giant Valkyrie Zappies Witch Prince

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball

Punishments

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

Goblin Gang Royal Giant Prince

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.

Goblin Gang Royal Giant Valkyrie Prince

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

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
Archers Goblin Gang Royal Giant Prince
Giant Snowball
Archers Goblin Gang Zappies Witch
Zap
Archers Goblin Gang Royal Giant Zappies Witch Prince
Barbarian Barrel
Archers Goblin Gang Valkyrie Zappies Witch
The Log
Archers Goblin Gang Royal Giant Zappies Witch Prince
Earthquake
Archers Goblin Gang Zappies Witch
Arrows
Archers Goblin Gang Zappies Witch
Royal Delivery
Archers Goblin Gang Valkyrie Zappies Witch Prince
Fireball
Archers Goblin Gang Zappies Witch
Poison
Archers Goblin Gang Zappies Witch
Lightning
Valkyrie Witch Prince
Rocket
Valkyrie Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Valkyrie Prince

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.

Royal Giant 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.

Goblin Gang Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Goblin Gang Fireball Valkyrie Zappies Witch Prince Royal Giant

Shortest cycle

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

14 Archers Goblin Gang Fireball Valkyrie

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.

Archers
Valkyrie Royal Giant Prince
Goblin Gang
Royal Giant Valkyrie Prince
Royal Giant
Fireball Archers Goblin Gang Zappies Witch
Fireball
Royal Giant
Valkyrie
Archers Prince Goblin Gang Zappies Witch
Zappies
Royal Giant Valkyrie Prince
Witch
Royal Giant Valkyrie Prince
Prince
Valkyrie Archers Goblin Gang Zappies Witch

Defense Synergies 1 12

Archers
Valkyrie Goblin Gang Witch
Goblin Gang
Archers Valkyrie Zappies Prince
Royal Giant
Fireball
Valkyrie Zappies
Valkyrie
Archers Goblin Gang Fireball Zappies Witch Prince
Zappies
Goblin Gang Fireball Valkyrie Prince
Witch
Archers Valkyrie Prince
Prince
Goblin Gang Valkyrie Zappies 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.

Fireball Valkyrie Zappies
Goblin Gang Valkyrie Zappies Witch Prince
Goblin Gang Witch Prince Archers Valkyrie Zappies
Witch Prince Goblin Gang Valkyrie Zappies
Fireball Valkyrie Prince
Goblin Gang Fireball Archers Valkyrie Zappies
Archers Goblin Gang Fireball Zappies Witch
Fireball Valkyrie
Zappies Witch Goblin Gang Prince
Goblin Gang Archers Valkyrie Zappies Prince
Archers Goblin Gang Valkyrie Witch Fireball Zappies
Archers Goblin Gang Fireball Zappies Witch
Prince Goblin Gang Fireball Valkyrie Zappies Witch
Fireball Valkyrie Goblin Gang Zappies Witch Prince
Goblin Gang Zappies Prince
Goblin Gang Fireball Zappies Prince
Goblin Gang Fireball Valkyrie Zappies Witch Prince
Fireball Archers Goblin Gang Valkyrie Zappies Witch Prince
Valkyrie Witch Archers Fireball Zappies
Zappies Prince
Goblin Gang Valkyrie Archers Fireball Zappies Witch Prince

Counters to secondary win conditions

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

Goblin Gang Valkyrie Archers Fireball Zappies Witch Prince
Fireball Archers Goblin Gang Valkyrie Prince
Goblin Gang Zappies Valkyrie Witch Prince
Goblin Gang Valkyrie Prince Fireball Zappies
Goblin Gang Valkyrie Zappies Witch Prince
Fireball Archers Goblin Gang Zappies Witch
Goblin Gang Prince Archers Fireball Valkyrie Zappies Witch
Valkyrie Zappies Prince
Fireball Valkyrie Zappies Witch Prince
Witch Goblin Gang Zappies
Valkyrie Zappies Witch Prince
Fireball Valkyrie Prince
Prince Goblin Gang Fireball Valkyrie Zappies Witch
Archers Fireball Valkyrie Zappies Witch
Goblin Gang Zappies Witch Archers Fireball Valkyrie Prince
Valkyrie Archers Fireball Zappies 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 Valkyrie
Fireball
Fireball
Fireball Valkyrie Prince
Fireball Valkyrie
Fireball Witch
Archers Witch
Fireball
Fireball
Goblin Gang Fireball Prince
Fireball Valkyrie Prince
Fireball Archers
Fireball
Fireball
Fireball Prince
Fireball Witch
Fireball
Fireball
Archers Fireball Prince
Fireball Valkyrie Witch
Fireball Prince
Fireball
Prince
Fireball
Fireball Valkyrie Witch
Witch
Fireball Witch
Fireball Witch Prince
Fireball
Archers Fireball Witch
Fireball Zappies Witch
Fireball
Fireball
Fireball Zappies
Prince
Fireball
Archers Goblin Gang Fireball Zappies Witch Prince
Fireball Archers Zappies Witch
Fireball
Fireball Goblin Gang Valkyrie Prince
Fireball
Fireball
Prince
Goblin Gang Fireball Zappies Witch
Fireball Zappies Witch
Fireball Witch Prince

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