My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Ram Rider

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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Ice Wizard 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.

Knight Valkyrie Witch Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Hog Rider

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 Hog Rider

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 Hog Rider 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
Hog Rider
Giant Snowball
Hog Rider Witch
Zap
Witch
Barbarian Barrel
Knight Valkyrie Witch Ice Wizard Electro Wizard
The Log
Hog Rider Witch
Earthquake
Hog Rider Witch
Arrows
Witch
Royal Delivery
Knight Valkyrie Hog Rider Witch Ice Wizard Electro Wizard
Fireball
Hog Rider Witch Ice Wizard Electro Wizard
Poison
Witch Ice Wizard Electro Wizard
Lightning
Knight Valkyrie Witch Ice Wizard Electro Wizard
Rocket
Valkyrie Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Valkyrie Ice 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.

Arrows Knight Valkyrie Ice Wizard

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 Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Ice Wizard Valkyrie Hog Rider Electro Wizard Witch

Shortest cycle

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

11 Zap Arrows Knight Ice Wizard

Attack Synergies 6 12

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 Hog Rider Electro Wizard Knight Valkyrie Witch Ice Wizard
Arrows
Zap Hog Rider Knight
Knight
Hog Rider Zap Arrows Witch Ice Wizard Electro Wizard
Valkyrie
Hog Rider Zap Witch Electro Wizard
Hog Rider
Zap Arrows Knight Valkyrie Witch Electro Wizard
Witch
Zap Knight Valkyrie Hog Rider
Ice Wizard
Zap Knight
Electro Wizard
Zap Knight Valkyrie Hog Rider

Defense Synergies 3 14

Zap
Electro Wizard Arrows Knight Valkyrie Witch Ice Wizard
Arrows
Zap Knight Valkyrie Ice Wizard
Knight
Ice Wizard Electro Wizard Zap Arrows Witch
Valkyrie
Zap Arrows Witch Ice Wizard Electro Wizard
Hog Rider
Witch
Zap Knight Valkyrie Ice Wizard Electro Wizard
Ice Wizard
Knight Zap Arrows Valkyrie Witch
Electro Wizard
Zap Knight Valkyrie 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 Knight Valkyrie Electro Wizard
Zap Knight Valkyrie Witch Ice Wizard Electro Wizard
Witch Knight Valkyrie Ice Wizard Electro Wizard
Witch Knight Valkyrie Ice Wizard Electro Wizard
Arrows Valkyrie
Arrows Zap Valkyrie Ice Wizard Electro Wizard
Electro Wizard Zap Arrows Witch Ice Wizard
Zap Arrows Valkyrie Electro Wizard
Witch Ice Wizard
Knight Valkyrie Ice Wizard Electro Wizard
Valkyrie Witch Ice Wizard Electro Wizard Zap Arrows Knight
Arrows Zap Witch Ice Wizard Electro Wizard
Zap Knight Valkyrie Witch Ice Wizard Electro Wizard
Valkyrie Zap Arrows Witch Electro Wizard
Knight Electro Wizard
Zap Electro Wizard
Arrows Knight Valkyrie Witch Electro Wizard
Arrows Zap Knight Valkyrie Witch Ice Wizard Electro Wizard
Zap Arrows Valkyrie Witch Knight Ice Wizard Electro Wizard
Electro Wizard
Valkyrie Arrows Knight Witch Electro Wizard

Counters to secondary win conditions

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

Knight Valkyrie Zap Witch Electro Wizard
Electro Wizard Zap Arrows Knight Valkyrie
Zap Knight Valkyrie Witch Electro Wizard
Valkyrie Zap Knight Electro Wizard
Knight Valkyrie Witch
Arrows Zap Witch Ice Wizard Electro Wizard
Knight Valkyrie Witch Ice Wizard Electro Wizard
Knight Valkyrie
Zap Electro Wizard Knight Valkyrie Witch
Witch
Knight Valkyrie Witch
Zap Arrows Valkyrie Electro Wizard
Knight Valkyrie Witch
Valkyrie Witch
Witch Electro Wizard Zap Knight Valkyrie
Arrows Valkyrie Zap Witch Ice 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.)

Arrows Knight Valkyrie
Arrows Zap Ice Wizard Electro Wizard
Arrows
Arrows Knight Valkyrie
Zap Arrows Valkyrie
Arrows Zap Witch Ice Wizard
Arrows Witch
Arrows Zap Ice Wizard
Arrows Zap
Electro Wizard
Zap Arrows Knight Valkyrie Electro Wizard
Zap Arrows
Knight
Arrows
Zap Arrows
Zap Arrows Witch
Arrows
Arrows
Zap Arrows Electro Wizard
Zap Arrows Valkyrie Witch
Arrows
Zap Arrows
Zap Arrows Valkyrie Witch Ice Wizard
Witch
Arrows Zap Witch Ice Wizard Electro Wizard
Zap Arrows Witch
Zap Arrows
Zap Arrows Witch Ice Wizard Electro Wizard
Zap Electro Wizard Witch
Zap Arrows
Zap Arrows Electro Wizard
Arrows
Zap Electro Wizard Witch
Zap Arrows Witch Ice Wizard Electro Wizard
Arrows
Knight Valkyrie Electro Wizard
Arrows Zap
Zap Arrows
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard

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