My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
RIP

1 problems 3 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Baby Dragon Witch Electro Wizard Inferno Dragon

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 Wizard Baby Dragon Witch Electro Wizard Inferno Dragon

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.

Rocket Rage

Pump responses

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

Rocket

Dropped at the bridge

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

Valkyrie Baby Dragon

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 Electro Wizard

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
Inferno Dragon
Giant Snowball
Baby Dragon Witch Inferno Dragon
Zap
Witch Inferno Dragon
Barbarian Barrel
Valkyrie Wizard Witch Electro Wizard
The Log
Witch
Earthquake
Witch
Arrows
Witch
Royal Delivery
Valkyrie Wizard Baby Dragon Witch Electro Wizard Inferno Dragon
Fireball
Wizard Baby Dragon Witch Electro Wizard Inferno Dragon
Poison
Wizard Witch Electro Wizard
Lightning
Valkyrie Wizard Baby Dragon Witch Electro Wizard Inferno Dragon
Rocket
Valkyrie Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Rocket Baby Dragon

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 Rocket Rage Baby Dragon Inferno Dragon

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Valkyrie Baby Dragon Electro Wizard Inferno Dragon Wizard Witch Rocket

Shortest cycle

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

14 Rage Valkyrie Baby Dragon Electro Wizard

Attack Synergies 1 9

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.

Valkyrie
Wizard Baby Dragon Witch Electro Wizard
Wizard
Valkyrie Rage
Rocket
Rage
Witch Wizard Electro Wizard
Baby Dragon
Valkyrie Witch Electro Wizard Inferno Dragon
Witch
Rage Valkyrie Baby Dragon
Electro Wizard
Valkyrie Rage Baby Dragon
Inferno Dragon
Baby Dragon

Defense Synergies 0 9

Valkyrie
Wizard Baby Dragon Witch Electro Wizard
Wizard
Valkyrie Electro Wizard
Rocket
Rage
Baby Dragon
Valkyrie Witch Inferno Dragon
Witch
Valkyrie Baby Dragon Electro Wizard
Electro Wizard
Valkyrie Wizard Witch Inferno Dragon
Inferno Dragon
Baby Dragon 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.

Rocket Valkyrie Wizard Baby Dragon Electro Wizard
Inferno Dragon Valkyrie Witch Electro Wizard
Rocket Witch Valkyrie Electro Wizard Inferno Dragon
Witch Inferno Dragon Valkyrie Electro Wizard
Valkyrie Rocket
Valkyrie Baby Dragon Electro Wizard
Rocket Electro Wizard Inferno Dragon Wizard Baby Dragon Witch
Rocket Valkyrie Baby Dragon Electro Wizard
Witch Inferno Dragon
Valkyrie Electro Wizard
Valkyrie Witch Electro Wizard Wizard Baby Dragon
Inferno Dragon Wizard Baby Dragon Witch Electro Wizard
Valkyrie Wizard Rocket Witch Electro Wizard
Valkyrie Wizard Rocket Baby Dragon Witch Electro Wizard
Inferno Dragon Electro Wizard
Rocket Electro Wizard Inferno Dragon
Wizard Valkyrie Witch Electro Wizard
Valkyrie Wizard Baby Dragon Witch Electro Wizard
Valkyrie Wizard Baby Dragon Witch Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Valkyrie Wizard Baby Dragon Witch Electro Wizard

Counters to secondary win conditions

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

Valkyrie Witch Electro Wizard
Electro Wizard Valkyrie Wizard Rocket Baby Dragon Inferno Dragon
Valkyrie Rocket Witch Electro Wizard
Valkyrie Rocket Electro Wizard
Valkyrie Witch Inferno Dragon
Wizard Rocket Baby Dragon Witch Electro Wizard
Rocket Valkyrie Witch Electro Wizard
Valkyrie Inferno Dragon
Rocket Electro Wizard Valkyrie Baby Dragon Witch Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Valkyrie Witch
Rocket Valkyrie Electro Wizard
Rocket Valkyrie Wizard Witch
Wizard Valkyrie Baby Dragon Witch
Witch Electro Wizard Valkyrie Rocket Baby Dragon Inferno Dragon
Valkyrie Wizard Baby Dragon Witch Electro Wizard 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.)

Valkyrie Rocket Baby Dragon
Baby Dragon Electro Wizard
Rocket Baby Dragon
Valkyrie Rocket
Wizard Rocket Valkyrie Baby Dragon
Wizard Rocket Baby Dragon Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard
Rocket Electro Wizard
Rocket Valkyrie Wizard Electro Wizard
Wizard Rocket Baby Dragon
Rocket Baby Dragon
Rocket Baby Dragon
Baby Dragon
Rocket Wizard Baby Dragon Witch
Wizard Rocket Baby Dragon
Rocket
Rocket
Rocket Wizard Baby Dragon Electro Wizard
Rocket Valkyrie Wizard Baby Dragon Witch
Rocket Baby Dragon
Rocket Wizard
Rocket
Rocket Baby Dragon
Valkyrie Wizard Baby Dragon Witch
Witch Inferno Dragon
Wizard Baby Dragon Witch Electro Wizard
Wizard Baby Dragon Witch
Rocket Baby Dragon
Wizard Baby Dragon Witch Electro Wizard
Rocket Electro Wizard Wizard Witch
Wizard Rocket
Rocket Electro Wizard
Rocket Wizard
Electro Wizard Rocket Witch
Rocket Wizard Baby Dragon Witch Electro Wizard
Valkyrie Wizard Rocket Baby Dragon Electro Wizard
Wizard Baby Dragon
Rocket
Rocket Baby Dragon Witch Electro Wizard
Rocket Witch Electro Wizard
Rocket Baby Dragon Witch Electro Wizard

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