My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Mediocre
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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Baby Dragon Ice Wizard 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.

Knight Valkyrie Baby Dragon Ice Wizard Magic Archer

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.

Fireball Poison

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Poison Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Baby Dragon Poison Ice Wizard 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.

Knight Valkyrie Skeleton Army Baby Dragon Poison Ice Wizard

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.

Fireball 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.

Fireball Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Skeleton Army Ice Wizard Fireball Valkyrie Baby Dragon Poison Magic Archer

Shortest cycle

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

13 Knight Skeleton Army Ice Wizard Fireball

Attack Synergies 1 10

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.

Knight
Baby Dragon Fireball Poison Ice Wizard Magic Archer
Fireball
Knight Baby Dragon Magic Archer
Valkyrie
Baby Dragon Magic Archer
Skeleton Army
Baby Dragon
Knight Fireball Valkyrie Poison Ice Wizard
Poison
Knight Baby Dragon
Ice Wizard
Knight Baby Dragon
Magic Archer
Knight Fireball Valkyrie

Defense Synergies 3 12

Knight
Ice Wizard Magic Archer Fireball Skeleton Army Baby Dragon Poison
Fireball
Knight Valkyrie Ice Wizard
Valkyrie
Fireball Baby Dragon Ice Wizard Magic Archer
Skeleton Army
Knight Ice Wizard Magic Archer
Baby Dragon
Ice Wizard Knight Valkyrie
Poison
Knight Ice Wizard
Ice Wizard
Knight Baby Dragon Fireball Valkyrie Skeleton Army Poison
Magic Archer
Knight 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.

Knight Fireball Valkyrie Baby Dragon Magic Archer
Skeleton Army Knight Valkyrie Ice Wizard
Skeleton Army Knight Valkyrie Ice Wizard
Skeleton Army Knight Valkyrie Ice Wizard
Fireball Valkyrie Skeleton Army Poison
Fireball Skeleton Army Valkyrie Baby Dragon Ice Wizard Magic Archer
Fireball Baby Dragon Poison Ice Wizard Magic Archer
Fireball Valkyrie Baby Dragon Poison Magic Archer
Skeleton Army Ice Wizard
Knight Skeleton Army Valkyrie Ice Wizard
Valkyrie Skeleton Army Poison Ice Wizard Knight Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Poison Ice Wizard Magic Archer
Skeleton Army Knight Fireball Valkyrie Ice Wizard
Fireball Valkyrie Skeleton Army Baby Dragon Poison Magic Archer
Skeleton Army Knight
Skeleton Army Fireball
Knight Fireball Valkyrie Skeleton Army Poison
Fireball Knight Valkyrie Skeleton Army Baby Dragon Ice Wizard Magic Archer
Valkyrie Baby Dragon Poison Knight Fireball Ice Wizard Magic Archer
Valkyrie Skeleton Army Knight Fireball Baby Dragon Poison

Counters to secondary win conditions

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

Knight Valkyrie Skeleton Army Fireball
Fireball Poison Knight Valkyrie Baby Dragon Magic Archer
Skeleton Army Knight Valkyrie
Valkyrie Skeleton Army Knight Fireball
Knight Valkyrie Skeleton Army
Fireball Poison Baby Dragon Ice Wizard Magic Archer
Skeleton Army Knight Fireball Valkyrie Ice Wizard
Knight Valkyrie Skeleton Army
Knight Fireball Valkyrie Skeleton Army Baby Dragon Poison Magic Archer
Skeleton Army
Knight Valkyrie
Skeleton Army Fireball Valkyrie Poison
Skeleton Army Knight Fireball Valkyrie
Fireball Valkyrie Skeleton Army Baby Dragon Magic Archer
Skeleton Army Knight Fireball Valkyrie Baby Dragon Poison Magic Archer
Valkyrie Poison Fireball Baby Dragon Ice Wizard 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.)

Fireball Poison Magic Archer Knight Valkyrie Baby Dragon
Fireball Poison Baby Dragon Ice Wizard Magic Archer
Fireball Baby Dragon Poison Magic Archer
Knight Fireball Valkyrie Poison
Fireball Poison Valkyrie Baby Dragon Magic Archer
Fireball Poison Baby Dragon Ice Wizard Magic Archer
Baby Dragon Poison Magic Archer
Fireball Poison Baby Dragon Ice Wizard Magic Archer
Fireball Poison
Fireball Poison
Poison Knight Fireball Valkyrie Magic Archer
Fireball Poison Baby Dragon Magic Archer
Poison Knight Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Poison Magic Archer
Fireball Baby Dragon Poison Magic Archer
Fireball Baby Dragon Poison Magic Archer
Magic Archer Fireball Baby Dragon Poison
Fireball Poison
Fireball Baby Dragon Poison Magic Archer
Fireball Valkyrie Baby Dragon Poison Magic Archer
Fireball Baby Dragon Poison Magic Archer
Fireball Poison
Fireball Baby Dragon Poison
Poison Fireball Valkyrie Baby Dragon Ice Wizard Magic Archer
Fireball Poison Baby Dragon Ice Wizard Magic Archer
Fireball Baby Dragon Poison Magic Archer
Fireball Poison Baby Dragon Magic Archer
Poison Fireball Baby Dragon Ice Wizard Magic Archer
Fireball Poison
Fireball
Poison Fireball Magic Archer
Fireball Poison Magic Archer
Fireball Poison Magic Archer
Fireball Skeleton Army Magic Archer
Fireball Poison Baby Dragon Ice Wizard Magic Archer
Fireball
Fireball Poison Knight Valkyrie Baby Dragon Magic Archer
Fireball Baby Dragon Poison Magic Archer
Fireball Poison
Fireball Baby Dragon Poison Magic Archer
Fireball Poison Magic Archer
Poison Fireball Baby Dragon Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: