My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 warnings Why?

Missing cards in your collection

Fisherman Electro Wizard

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 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!
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!
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.

Minion Horde Wizard 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 Wizard Witch

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.

Missing

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 Barbarians Minion Horde Valkyrie

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

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
Minion Horde Guards Skeleton Army
Giant Snowball
Barbarians Minion Horde Guards Skeleton Army Witch
Zap
Minion Horde Guards Skeleton Army Witch
Barbarian Barrel
Knight Barbarians Valkyrie Wizard Guards Skeleton Army Witch
The Log
Barbarians Guards Skeleton Army Witch
Earthquake
Barbarians Guards Skeleton Army Witch
Arrows
Minion Horde Guards Skeleton Army Witch
Royal Delivery
Knight Barbarians Minion Horde Valkyrie Wizard Guards Skeleton Army Witch
Fireball
Barbarians Minion Horde Wizard Skeleton Army Witch
Poison
Barbarians Minion Horde Wizard Guards Skeleton Army Witch
Lightning
Knight Valkyrie Wizard Witch
Rocket
Barbarians Minion Horde Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

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 Guards Skeleton Army

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.

Barbarians Minion Horde Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Guards Skeleton Army Valkyrie Barbarians Minion Horde Wizard Witch

Shortest cycle

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

13 Knight Guards Skeleton Army Valkyrie

Attack Synergies 0 5

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
Minion Horde Wizard Witch
Barbarians
Minion Horde
Knight
Valkyrie
Wizard Witch
Wizard
Knight Valkyrie
Guards
Skeleton Army
Witch
Knight Valkyrie

Defense Synergies 0 12

Knight
Minion Horde Wizard Skeleton Army Witch
Barbarians
Minion Horde Skeleton Army
Minion Horde
Knight Barbarians
Valkyrie
Wizard Witch
Wizard
Knight Valkyrie Guards Skeleton Army
Guards
Wizard Skeleton Army Witch
Skeleton Army
Knight Barbarians Wizard Guards
Witch
Knight Valkyrie Guards

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 Minion Horde Valkyrie Wizard
Barbarians Minion Horde Skeleton Army Knight Valkyrie Witch
Barbarians Minion Horde Skeleton Army Witch Knight Valkyrie
Barbarians Minion Horde Skeleton Army Witch Knight Valkyrie Guards
Barbarians Valkyrie Skeleton Army
Skeleton Army Valkyrie Guards
Minion Horde Wizard Witch
Barbarians Valkyrie
Barbarians Minion Horde Witch Skeleton Army
Knight Guards Skeleton Army Barbarians Minion Horde Valkyrie
Barbarians Minion Horde Valkyrie Guards Skeleton Army Witch Knight Wizard
Minion Horde Wizard Witch
Barbarians Minion Horde Skeleton Army Knight Valkyrie Wizard Guards Witch
Valkyrie Wizard Skeleton Army Barbarians Minion Horde Guards Witch
Barbarians Skeleton Army Knight Minion Horde
Barbarians Minion Horde Skeleton Army
Barbarians Minion Horde Wizard Knight Valkyrie Skeleton Army Witch
Knight Barbarians Minion Horde Valkyrie Wizard Guards Skeleton Army Witch
Valkyrie Wizard Witch Knight Barbarians Guards
Barbarians
Valkyrie Wizard Skeleton Army Knight Barbarians Minion Horde Guards Witch

Counters to secondary win conditions

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

Knight Barbarians Valkyrie Guards Skeleton Army Witch
Knight Valkyrie Wizard
Barbarians Guards Skeleton Army Knight Minion Horde Valkyrie Witch
Valkyrie Guards Skeleton Army Knight Barbarians Minion Horde
Barbarians Knight Minion Horde Valkyrie Guards Skeleton Army Witch
Wizard Minion Horde Witch
Guards Skeleton Army Knight Barbarians Minion Horde Valkyrie Witch
Knight Barbarians Minion Horde Valkyrie Skeleton Army
Minion Horde Knight Barbarians Valkyrie Skeleton Army Witch
Witch Barbarians Minion Horde Guards Skeleton Army
Knight Barbarians Minion Horde Valkyrie Guards Witch
Skeleton Army Barbarians Valkyrie Guards
Barbarians Skeleton Army Knight Minion Horde Valkyrie Wizard Guards Witch
Wizard Barbarians Minion Horde Valkyrie Skeleton Army Witch
Barbarians Guards Skeleton Army Witch Knight Minion Horde Valkyrie
Valkyrie Barbarians Minion Horde Wizard Witch

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 Minion Horde Valkyrie Guards
Minion Horde
Knight Barbarians Valkyrie Guards
Wizard Minion Horde Valkyrie
Wizard Minion Horde Witch
Minion Horde Wizard Witch
Wizard
Wizard
Minion Horde Guards
Knight Minion Horde Valkyrie Wizard
Wizard
Knight
Minion Horde
Minion Horde Wizard Witch
Minion Horde Wizard
Minion Horde
Wizard
Valkyrie Wizard Witch
Minion Horde
Wizard
Barbarians Minion Horde
Valkyrie Wizard Witch
Minion Horde Witch
Wizard Witch
Wizard Witch
Minion Horde Wizard Witch
Minion Horde Wizard Guards Witch
Minion Horde
Minion Horde Wizard
Minion Horde
Minion Horde
Wizard
Minion Horde Barbarians Guards Skeleton Army Witch
Wizard Witch
Knight Minion Horde Valkyrie Wizard
Wizard
Minion Horde
Minion Horde Guards Witch
Witch
Witch

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