My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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!
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!
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.

Minions Baby Dragon Witch Magic Archer

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 Giant Baby Dragon Witch Golem Magic Archer

Offensive cards

Win conditions

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

Giant Golem

Damage spells

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

Missing

Punishments

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

Giant

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 Baby Dragon Golem Magic Archer

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 Golem Magic Archer

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
Minions Giant Skeleton Army
Giant Snowball
Minions Skeleton Army Baby Dragon Witch
Zap
Minions Skeleton Army Witch
Barbarian Barrel
Valkyrie Skeleton Army Witch Magic Archer
The Log
Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Minions Skeleton Army Witch
Royal Delivery
Minions Valkyrie Skeleton Army Baby Dragon Witch Magic Archer
Fireball
Minions Skeleton Army Baby Dragon Witch Magic Archer
Poison
Minions Skeleton Army Witch Magic Archer
Lightning
Valkyrie Baby Dragon Witch Magic Archer
Rocket
Valkyrie Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Baby Dragon Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Baby Dragon Golem

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.

Skeleton Army

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.

Minions 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.

Minions Skeleton Army Valkyrie Baby Dragon Magic Archer Giant Witch Golem

Shortest cycle

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

14 Minions Skeleton Army Valkyrie Baby Dragon

Attack Synergies 2 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.

Minions
Giant Valkyrie Baby Dragon Golem
Valkyrie
Minions Giant Baby Dragon Witch Magic Archer
Giant
Minions Valkyrie Baby Dragon Witch Magic Archer
Skeleton Army
Baby Dragon
Golem Minions Valkyrie Giant Witch
Witch
Valkyrie Giant Baby Dragon Golem
Golem
Baby Dragon Minions Witch Magic Archer
Magic Archer
Valkyrie Giant Golem

Defense Synergies 1 6

Minions
Valkyrie Baby Dragon
Valkyrie
Minions Baby Dragon Witch Magic Archer
Giant
Skeleton Army
Magic Archer
Baby Dragon
Minions Valkyrie Witch
Witch
Valkyrie Baby Dragon
Golem
Magic Archer
Valkyrie Skeleton Army

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.

Minions Valkyrie Baby Dragon Magic Archer
Skeleton Army Minions Valkyrie Witch
Skeleton Army Witch Minions Valkyrie
Skeleton Army Witch Minions Valkyrie
Valkyrie Skeleton Army
Skeleton Army Minions Valkyrie Baby Dragon Magic Archer
Minions Baby Dragon Witch Magic Archer
Valkyrie Baby Dragon Magic Archer
Witch Minions Skeleton Army
Skeleton Army Valkyrie
Minions Valkyrie Skeleton Army Witch Baby Dragon Magic Archer
Minions Baby Dragon Witch Magic Archer
Skeleton Army Minions Valkyrie Witch
Valkyrie Skeleton Army Minions Baby Dragon Witch Magic Archer
Skeleton Army
Skeleton Army
Minions Valkyrie Skeleton Army Witch
Minions Valkyrie Skeleton Army Baby Dragon Witch Magic Archer
Valkyrie Baby Dragon Witch Minions Magic Archer
Valkyrie Skeleton Army Minions Baby Dragon Witch

Counters to secondary win conditions

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

Valkyrie Skeleton Army Witch
Valkyrie Baby Dragon Magic Archer
Skeleton Army Minions Valkyrie Witch
Valkyrie Skeleton Army
Valkyrie Skeleton Army Witch
Minions Baby Dragon Witch Magic Archer
Skeleton Army Minions Valkyrie Witch
Valkyrie Skeleton Army
Minions Valkyrie Skeleton Army Baby Dragon Witch Magic Archer
Witch Skeleton Army
Minions Valkyrie Witch
Skeleton Army Valkyrie
Skeleton Army Valkyrie Witch
Valkyrie Skeleton Army Baby Dragon Witch Magic Archer
Skeleton Army Witch Minions Valkyrie Baby Dragon Magic Archer
Minions Valkyrie Baby Dragon Witch Magic Archer

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.)

Magic Archer Valkyrie Baby Dragon
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Valkyrie
Valkyrie Baby Dragon Magic Archer
Minions Baby Dragon Witch Magic Archer
Baby Dragon Witch Magic Archer
Baby Dragon Magic Archer
Minions
Valkyrie Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Minions Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Witch Magic Archer
Magic Archer Baby Dragon
Minions
Baby Dragon Magic Archer
Valkyrie Baby Dragon Witch Magic Archer
Minions Baby Dragon Magic Archer
Baby Dragon
Valkyrie Baby Dragon Witch Magic Archer
Witch
Baby Dragon Witch Magic Archer
Baby Dragon Witch Magic Archer
Baby Dragon Magic Archer
Baby Dragon Witch Magic Archer
Minions Witch
Magic Archer
Magic Archer
Magic Archer
Minions Skeleton Army Witch Magic Archer
Baby Dragon Witch Magic Archer
Valkyrie Baby Dragon Magic Archer
Baby Dragon Magic Archer
Minions Baby Dragon Witch Magic Archer
Witch Magic Archer
Baby Dragon Witch Magic Archer

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