My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Wizard Electro Wizard Night 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.

Knight Valkyrie Giant Wizard Electro Wizard Night Witch

Offensive cards

Win conditions

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

Giant

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.

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.

Knight Valkyrie Giant

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
Giant Skeleton Army Night Witch
Giant Snowball
Skeleton Army Night Witch
Zap
Skeleton Army Night Witch
Barbarian Barrel
Knight Valkyrie Wizard Skeleton Army Electro Wizard Night Witch
The Log
Skeleton Army
Earthquake
Skeleton Army
Arrows
Skeleton Army Night Witch
Royal Delivery
Knight Valkyrie Wizard Skeleton Army Electro Wizard Night Witch
Fireball
Wizard Skeleton Army Electro Wizard Night Witch
Poison
Wizard Skeleton Army Electro Wizard Night Witch
Lightning
Knight Valkyrie Wizard Electro Wizard Night Witch
Rocket
Valkyrie Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Wizard

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 Night Witch

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.

Wizard 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 Knight Skeleton Army Valkyrie Electro Wizard Night Witch Giant Wizard

Shortest cycle

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

12 Zap Knight Skeleton Army 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.

Zap
Giant Electro Wizard Knight Valkyrie Night Witch
Knight
Zap Wizard Electro Wizard Night Witch
Valkyrie
Zap Giant Wizard Electro Wizard
Giant
Zap Night Witch Valkyrie Wizard Electro Wizard
Wizard
Knight Valkyrie Giant
Skeleton Army
Electro Wizard
Zap Knight Valkyrie Giant
Night Witch
Giant Zap Knight

Defense Synergies 2 14

Zap
Electro Wizard Knight Valkyrie Skeleton Army Night Witch
Knight
Electro Wizard Zap Wizard Skeleton Army Night Witch
Valkyrie
Zap Wizard Electro Wizard Night Witch
Giant
Wizard
Knight Valkyrie Skeleton Army Electro Wizard
Skeleton Army
Zap Knight Wizard Electro Wizard
Electro Wizard
Zap Knight Valkyrie Wizard Skeleton Army Night Witch
Night Witch
Zap Knight Valkyrie 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 Wizard Electro Wizard
Skeleton Army Zap Knight Valkyrie Electro Wizard Night Witch
Skeleton Army Knight Valkyrie Electro Wizard Night Witch
Skeleton Army Night Witch Knight Valkyrie Electro Wizard
Valkyrie Skeleton Army
Skeleton Army Zap Valkyrie Electro Wizard Night Witch
Electro Wizard Zap Wizard Night Witch
Zap Valkyrie Electro Wizard
Skeleton Army Night Witch
Knight Skeleton Army Valkyrie Electro Wizard Night Witch
Valkyrie Skeleton Army Electro Wizard Zap Knight Wizard Night Witch
Zap Wizard Electro Wizard Night Witch
Skeleton Army Night Witch Zap Knight Valkyrie Wizard Electro Wizard
Valkyrie Wizard Skeleton Army Zap Electro Wizard Night Witch
Skeleton Army Knight Electro Wizard
Skeleton Army Zap Electro Wizard
Wizard Knight Valkyrie Skeleton Army Electro Wizard Night Witch
Zap Knight Valkyrie Wizard Skeleton Army Electro Wizard Night Witch
Zap Valkyrie Wizard Knight Electro Wizard
Electro Wizard
Valkyrie Wizard Skeleton Army Knight Electro Wizard Night Witch

Counters to secondary win conditions

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

Knight Valkyrie Skeleton Army Zap Electro Wizard
Electro Wizard Zap Knight Valkyrie Wizard
Skeleton Army Zap Knight Valkyrie Electro Wizard
Valkyrie Skeleton Army Zap Knight Electro Wizard Night Witch
Knight Valkyrie Skeleton Army Night Witch
Wizard Zap Electro Wizard
Skeleton Army Knight Valkyrie Electro Wizard Night Witch
Knight Valkyrie Skeleton Army
Zap Electro Wizard Knight Valkyrie Skeleton Army
Skeleton Army
Knight Valkyrie
Skeleton Army Zap Valkyrie Electro Wizard
Skeleton Army Knight Valkyrie Wizard Night Witch
Wizard Valkyrie Skeleton Army
Skeleton Army Electro Wizard Zap Knight Valkyrie Night Witch
Valkyrie Zap Wizard 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
Zap Electro Wizard
Knight Valkyrie
Wizard Zap Valkyrie
Wizard Zap
Wizard
Zap Wizard
Zap Wizard
Electro Wizard Night Witch
Zap Knight Valkyrie Wizard Electro Wizard
Zap Wizard
Knight
Zap
Zap Wizard
Wizard
Night Witch
Zap Wizard Electro Wizard
Zap Valkyrie Wizard
Night Witch
Wizard
Zap
Zap Valkyrie Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Electro Wizard Night Witch
Zap Electro Wizard Wizard
Night Witch
Zap Wizard Night Witch
Zap Electro Wizard
Wizard
Zap Electro Wizard Skeleton Army Night Witch
Zap Wizard Electro Wizard
Knight Valkyrie Wizard Electro Wizard
Zap Wizard
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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