My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Valkyrie Witch Balloon Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Arrows Freeze

Punishments

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

Elite Barbarians Balloon

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.

Elite Barbarians Valkyrie Balloon

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.

Elite Barbarians Valkyrie Balloon 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
Elite Barbarians Balloon
Giant Snowball
Witch Balloon
Zap
Witch Balloon
Barbarian Barrel
Elite Barbarians Valkyrie Witch Electro Wizard
The Log
Elite Barbarians Witch
Earthquake
Witch
Arrows
Witch
Royal Delivery
Elite Barbarians Valkyrie Witch Balloon Electro Wizard
Fireball
Elite Barbarians Witch Balloon Electro Wizard
Poison
Witch Balloon Electro Wizard
Lightning
Elite Barbarians Valkyrie Witch Balloon Electro Wizard
Rocket
Elite Barbarians Valkyrie Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Valkyrie Freeze

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.

Arrows Valkyrie Freeze

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.

Elite Barbarians

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 Arrows Valkyrie Freeze Electro Wizard Witch Balloon Elite Barbarians

Shortest cycle

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

13 Zap Arrows Valkyrie Freeze

Attack Synergies 9 7

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
Arrows Elite Barbarians Balloon Electro Wizard Valkyrie Freeze Witch
Arrows
Zap Elite Barbarians Balloon Freeze
Elite Barbarians
Zap Arrows Valkyrie
Valkyrie
Elite Barbarians Balloon Zap Witch Electro Wizard
Freeze
Balloon Zap Arrows
Witch
Zap Valkyrie
Balloon
Zap Arrows Valkyrie Freeze Electro Wizard
Electro Wizard
Zap Valkyrie Balloon

Defense Synergies 2 10

Zap
Electro Wizard Arrows Elite Barbarians Valkyrie Witch
Arrows
Zap Valkyrie
Elite Barbarians
Valkyrie Zap
Valkyrie
Elite Barbarians Zap Arrows Freeze Witch Electro Wizard
Freeze
Valkyrie Electro Wizard
Witch
Zap Valkyrie Electro Wizard
Balloon
Electro Wizard
Zap Valkyrie Freeze Witch

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 Valkyrie Electro Wizard
Elite Barbarians Zap Valkyrie Witch Electro Wizard
Witch Elite Barbarians Valkyrie Freeze Electro Wizard
Elite Barbarians Witch Valkyrie Electro Wizard
Arrows Elite Barbarians Valkyrie
Arrows Freeze Zap Valkyrie Electro Wizard
Electro Wizard Zap Arrows Freeze Witch
Zap Arrows Valkyrie Electro Wizard
Witch Elite Barbarians
Elite Barbarians Valkyrie Electro Wizard
Valkyrie Witch Electro Wizard Zap Arrows Freeze
Arrows Zap Witch Electro Wizard
Zap Elite Barbarians Valkyrie Freeze Witch Electro Wizard
Valkyrie Zap Arrows Freeze Witch Electro Wizard
Elite Barbarians Electro Wizard
Zap Elite Barbarians Freeze Electro Wizard
Arrows Elite Barbarians Valkyrie Witch Electro Wizard
Arrows Zap Elite Barbarians Valkyrie Witch Electro Wizard
Zap Arrows Valkyrie Freeze Witch Electro Wizard
Elite Barbarians Electro Wizard
Valkyrie Arrows Elite Barbarians Witch Electro Wizard

Counters to secondary win conditions

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

Valkyrie Zap Elite Barbarians Witch Electro Wizard
Electro Wizard Zap Arrows Elite Barbarians Valkyrie
Zap Elite Barbarians Valkyrie Witch Electro Wizard
Valkyrie Zap Elite Barbarians Electro Wizard
Elite Barbarians Valkyrie Witch
Arrows Zap Freeze Witch Electro Wizard
Elite Barbarians Valkyrie Witch Electro Wizard
Elite Barbarians Valkyrie
Zap Freeze Electro Wizard Elite Barbarians Valkyrie Witch
Witch
Elite Barbarians Valkyrie Witch
Zap Arrows Elite Barbarians Valkyrie Electro Wizard
Elite Barbarians Valkyrie Witch
Valkyrie Witch
Elite Barbarians Witch Electro Wizard Zap Valkyrie Freeze
Arrows Valkyrie Zap Elite Barbarians Freeze 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.)

Arrows Valkyrie Freeze
Arrows Zap Electro Wizard
Arrows
Arrows Valkyrie Freeze
Zap Arrows Valkyrie
Arrows Zap Freeze Witch
Arrows Witch
Arrows Zap Freeze
Arrows Zap
Elite Barbarians Electro Wizard
Zap Arrows Valkyrie Electro Wizard
Zap Arrows
Elite Barbarians
Arrows Freeze
Zap Arrows Elite Barbarians
Zap Arrows Witch
Arrows
Arrows Freeze
Zap Arrows Electro Wizard
Zap Arrows Valkyrie Witch
Arrows
Zap Arrows
Zap Arrows Freeze Valkyrie Witch
Witch
Arrows Zap Witch Electro Wizard
Zap Arrows Witch
Zap Arrows
Elite Barbarians Zap Arrows Witch Electro Wizard
Zap Electro Wizard Freeze Witch
Elite Barbarians
Zap Arrows
Zap Arrows Freeze Electro Wizard
Arrows
Zap Electro Wizard Freeze Witch
Zap Arrows Witch Electro Wizard
Freeze
Arrows
Valkyrie Electro Wizard
Arrows Zap
Zap Arrows
Elite Barbarians
Zap Elite Barbarians Freeze Witch Electro Wizard
Zap Witch Electro Wizard
Zap Freeze Witch Electro Wizard

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