My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Witch Electro Wizard

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 Knight Valkyrie Witch Bandit Electro Wizard 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.

Zap

Punishments

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

Bandit 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.

Knight Valkyrie Bandit 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 Bandit Electro Wizard 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
Archers Bandit
Giant Snowball
Archers Witch Lumberjack
Zap
Archers Witch Bandit
Barbarian Barrel
Archers Knight Valkyrie Witch Bandit Electro Wizard Lumberjack
The Log
Archers Witch Bandit Lumberjack
Earthquake
Archers Witch
Arrows
Archers Witch
Royal Delivery
Archers Knight Valkyrie Witch Bandit Electro Wizard Lumberjack
Fireball
Archers Witch Bandit Electro Wizard Lumberjack
Poison
Archers Witch Electro Wizard
Lightning
Knight Valkyrie Witch Bandit Electro Wizard Lumberjack
Rocket
Valkyrie Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Knight Valkyrie

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 Electro 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.

Zap Archers Knight Bandit Valkyrie Electro Wizard Lumberjack Witch

Shortest cycle

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

11 Zap Archers Knight Bandit

Attack Synergies 4 19

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.

Zap
Electro Wizard Archers Knight Valkyrie Witch Bandit Lumberjack
Archers
Knight Valkyrie Zap Bandit Lumberjack
Knight
Archers Zap Witch Electro Wizard Lumberjack
Valkyrie
Archers Lumberjack Zap Witch Bandit Electro Wizard
Witch
Zap Knight Valkyrie Bandit Lumberjack
Bandit
Zap Archers Valkyrie Witch Electro Wizard Lumberjack
Electro Wizard
Zap Knight Valkyrie Bandit Lumberjack
Lumberjack
Valkyrie Zap Archers Knight Witch Bandit Electro Wizard

Defense Synergies 4 22

Zap
Electro Wizard Archers Knight Valkyrie Witch Bandit Lumberjack
Archers
Knight Valkyrie Zap Witch Bandit Electro Wizard Lumberjack
Knight
Archers Electro Wizard Zap Witch Lumberjack
Valkyrie
Archers Zap Witch Bandit Electro Wizard Lumberjack
Witch
Zap Archers Knight Valkyrie Bandit Electro Wizard Lumberjack
Bandit
Zap Archers Valkyrie Witch Electro Wizard Lumberjack
Electro Wizard
Zap Knight Archers Valkyrie Witch Bandit Lumberjack
Lumberjack
Zap Archers Knight Valkyrie Witch Bandit Electro Wizard

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.

Zap Knight Valkyrie Electro Wizard
Lumberjack Zap Knight Valkyrie Witch Bandit Electro Wizard
Witch Lumberjack Archers Knight Valkyrie Bandit Electro Wizard
Witch Lumberjack Knight Valkyrie Bandit Electro Wizard
Valkyrie Lumberjack
Zap Archers Valkyrie Bandit Electro Wizard Lumberjack
Electro Wizard Zap Archers Witch
Zap Valkyrie Bandit Electro Wizard
Witch Lumberjack
Knight Archers Valkyrie Bandit Electro Wizard Lumberjack
Archers Valkyrie Witch Electro Wizard Zap Knight Bandit Lumberjack
Zap Archers Witch Electro Wizard
Lumberjack Zap Knight Valkyrie Witch Bandit Electro Wizard
Valkyrie Zap Witch Electro Wizard Lumberjack
Knight Bandit Electro Wizard Lumberjack
Zap Bandit Electro Wizard Lumberjack
Knight Valkyrie Witch Electro Wizard Lumberjack
Zap Archers Knight Valkyrie Witch Bandit Electro Wizard Lumberjack
Zap Valkyrie Witch Archers Knight Bandit Electro Wizard Lumberjack
Electro Wizard Lumberjack
Valkyrie Archers Knight Witch Bandit Electro Wizard Lumberjack

Counters to secondary win conditions

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

Knight Valkyrie Lumberjack Zap Archers Witch Bandit Electro Wizard
Bandit Electro Wizard Zap Archers Knight Valkyrie Lumberjack
Bandit Lumberjack Zap Knight Valkyrie Witch Electro Wizard
Valkyrie Lumberjack Zap Knight Bandit Electro Wizard
Knight Valkyrie Witch Bandit Lumberjack
Zap Archers Witch Electro Wizard
Archers Knight Valkyrie Witch Bandit Electro Wizard Lumberjack
Knight Valkyrie Lumberjack
Zap Electro Wizard Knight Valkyrie Witch Bandit
Witch
Knight Valkyrie Witch Lumberjack
Zap Valkyrie Electro Wizard
Knight Valkyrie Witch Bandit Lumberjack
Archers Valkyrie Witch
Witch Electro Wizard Zap Archers Knight Valkyrie Lumberjack
Valkyrie Zap Archers Witch Electro Wizard

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.)

Knight Valkyrie Bandit
Zap Bandit Electro Wizard
Bandit
Knight Valkyrie
Zap Valkyrie
Zap Witch
Archers Witch
Zap
Zap Bandit
Electro Wizard Lumberjack
Zap Knight Valkyrie Bandit Electro Wizard
Zap Archers
Knight Bandit
Bandit
Zap
Zap Witch Bandit
Bandit
Zap Archers Bandit Electro Wizard
Zap Valkyrie Witch
Zap
Zap Valkyrie Witch
Witch
Zap Witch Bandit Electro Wizard
Zap Witch Bandit
Zap Bandit
Zap Archers Witch Electro Wizard
Zap Electro Wizard Witch
Zap Bandit
Zap Electro Wizard
Zap Electro Wizard Archers Witch Bandit
Zap Archers Witch Electro Wizard
Knight Valkyrie Electro Wizard Lumberjack
Zap
Zap
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Bandit Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: