My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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.

Three Musketeers

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Barbarian Hut

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 Barbarian Hut Three Musketeers

Offensive cards

Win conditions

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

Three Musketeers Wall Breakers

Damage spells

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

Rocket

Punishments

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

Wall Breakers

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.

Knight Heal Spirit Valkyrie Wall Breakers

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
Three Musketeers Wall Breakers Guards
Giant Snowball
Three Musketeers Wall Breakers Guards
Zap
Three Musketeers Wall Breakers Guards
Barbarian Barrel
Knight Heal Spirit Valkyrie Barbarian Hut Three Musketeers Wall Breakers Guards
The Log
Heal Spirit Barbarian Hut Three Musketeers Wall Breakers Guards
Earthquake
Barbarian Hut Guards
Arrows
Heal Spirit Wall Breakers Guards
Royal Delivery
Knight Heal Spirit Valkyrie Three Musketeers Wall Breakers Guards
Fireball
Barbarian Hut Three Musketeers Wall Breakers
Poison
Barbarian Hut Three Musketeers Guards
Lightning
Knight Valkyrie Barbarian Hut Three Musketeers
Rocket
Valkyrie Barbarian Hut Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Rocket

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 Heal Spirit Valkyrie Rocket Guards

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.

Heal Spirit Three Musketeers

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.

Heal Spirit Wall Breakers Knight Guards Valkyrie Rocket Barbarian Hut Three Musketeers

Shortest cycle

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

9 Heal Spirit Wall Breakers Knight Guards

Attack Synergies 2 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.

Knight
Three Musketeers Wall Breakers Heal Spirit Barbarian Hut
Heal Spirit
Knight Valkyrie Barbarian Hut Three Musketeers Guards
Valkyrie
Heal Spirit Barbarian Hut Three Musketeers Wall Breakers
Rocket
Barbarian Hut
Knight Heal Spirit Valkyrie Three Musketeers Wall Breakers
Three Musketeers
Knight Heal Spirit Valkyrie Barbarian Hut Guards
Wall Breakers
Knight Valkyrie Barbarian Hut
Guards
Heal Spirit Three Musketeers

Defense Synergies 0 2

Knight
Barbarian Hut Three Musketeers
Heal Spirit
Valkyrie
Rocket
Barbarian Hut
Knight
Three Musketeers
Knight
Wall Breakers
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.

Rocket Barbarian Hut Knight Valkyrie
Barbarian Hut Knight Valkyrie Three Musketeers
Rocket Barbarian Hut Three Musketeers Knight Valkyrie
Barbarian Hut Three Musketeers Knight Valkyrie Guards
Valkyrie Rocket
Valkyrie Guards
Rocket Three Musketeers Barbarian Hut
Rocket Barbarian Hut Valkyrie
Barbarian Hut Three Musketeers
Knight Guards Valkyrie
Valkyrie Guards Knight
Three Musketeers Barbarian Hut
Barbarian Hut Knight Valkyrie Rocket Three Musketeers Guards
Valkyrie Rocket Barbarian Hut Three Musketeers Guards
Barbarian Hut Knight Three Musketeers
Rocket Barbarian Hut Three Musketeers
Barbarian Hut Three Musketeers Knight Valkyrie
Knight Valkyrie Barbarian Hut Three Musketeers Guards
Valkyrie Knight Barbarian Hut Guards
Barbarian Hut Three Musketeers
Valkyrie Knight Guards

Counters to secondary win conditions

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

Knight Valkyrie Barbarian Hut Guards
Knight Valkyrie Rocket
Guards Knight Valkyrie Rocket Barbarian Hut
Valkyrie Rocket Guards Knight Barbarian Hut
Barbarian Hut Knight Valkyrie Three Musketeers Guards
Rocket Three Musketeers
Rocket Guards Knight Valkyrie Barbarian Hut
Knight Valkyrie Barbarian Hut
Rocket Knight Valkyrie Barbarian Hut
Barbarian Hut Three Musketeers Guards
Knight Valkyrie Guards
Rocket Valkyrie Guards
Rocket Knight Valkyrie Barbarian Hut Three Musketeers Guards
Valkyrie Barbarian Hut Three Musketeers
Guards Knight Valkyrie Rocket Barbarian Hut Three Musketeers
Valkyrie Barbarian Hut

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 Rocket Barbarian Hut Guards
Rocket Barbarian Hut
Knight Valkyrie Rocket Barbarian Hut Guards
Rocket Valkyrie
Rocket
Barbarian Hut
Rocket Three Musketeers Guards
Rocket Knight Valkyrie
Rocket
Rocket Knight Barbarian Hut Three Musketeers
Rocket
Barbarian Hut
Rocket Barbarian Hut Three Musketeers
Rocket Barbarian Hut Three Musketeers
Rocket Three Musketeers
Rocket
Rocket Three Musketeers
Rocket Valkyrie
Rocket
Rocket
Rocket
Rocket Barbarian Hut
Valkyrie
Rocket
Rocket Guards
Rocket
Rocket
Rocket
Rocket Barbarian Hut Guards
Rocket Three Musketeers
Knight Valkyrie Rocket Three Musketeers
Rocket
Three Musketeers
Rocket Guards
Rocket
Rocket

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