My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Firecracker

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.

Firecracker Valkyrie Battle Ram Giant Golden Knight

Offensive cards

Win conditions

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

Battle Ram Giant

Damage spells

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

Arrows Earthquake Rage

Punishments

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

Battle Ram Giant Golden Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Valkyrie Battle Ram 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.

Firecracker Valkyrie Golden Knight

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
Battle Ram Giant
Giant Snowball
Battle Ram
Zap
Firecracker Battle Ram
Barbarian Barrel
Firecracker Valkyrie Battle Ram
The Log
Firecracker Battle Ram
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Valkyrie Battle Ram
Fireball
Firecracker Battle Ram
Poison
Firecracker
Lightning
Valkyrie Battle Ram
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Earthquake Valkyrie

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 Battle Ram Rage

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.

Rage Arrows Firecracker Earthquake Valkyrie Battle Ram Golden Knight Giant

Shortest cycle

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

11 Rage Arrows Firecracker Earthquake

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.

Arrows
Giant Earthquake Battle Ram
Firecracker
Earthquake Valkyrie Battle Ram Giant
Earthquake
Giant Arrows Firecracker Battle Ram
Valkyrie
Firecracker Battle Ram Giant
Battle Ram
Arrows Firecracker Earthquake Valkyrie Golden Knight
Giant
Arrows Earthquake Rage Firecracker Valkyrie
Rage
Giant Golden Knight
Golden Knight
Battle Ram Rage

Defense Synergies 1 4

Arrows
Valkyrie Golden Knight
Firecracker
Valkyrie Earthquake Golden Knight
Earthquake
Firecracker
Valkyrie
Firecracker Arrows
Battle Ram
Giant
Rage
Golden Knight
Arrows Firecracker

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.

Earthquake Firecracker Valkyrie Golden Knight
Firecracker Valkyrie
Valkyrie
Firecracker Valkyrie
Arrows Firecracker Earthquake Valkyrie
Arrows Firecracker Earthquake Valkyrie
Arrows Firecracker
Earthquake Arrows Valkyrie Golden Knight
Firecracker Valkyrie
Valkyrie Arrows Firecracker Earthquake
Arrows Firecracker
Earthquake Valkyrie
Valkyrie Arrows Firecracker Earthquake Golden Knight
Arrows Firecracker Valkyrie
Arrows Firecracker Valkyrie Golden Knight
Arrows Earthquake Valkyrie Firecracker
Valkyrie Arrows Firecracker Earthquake

Counters to secondary win conditions

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

Valkyrie
Arrows Firecracker Valkyrie
Valkyrie Golden Knight
Valkyrie
Valkyrie
Arrows Firecracker
Valkyrie
Valkyrie
Firecracker Valkyrie
Valkyrie Golden Knight
Arrows Valkyrie
Valkyrie Golden Knight
Firecracker Valkyrie
Firecracker Valkyrie Golden Knight
Arrows Valkyrie Firecracker Earthquake Golden Knight

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.)

Earthquake Arrows Firecracker Valkyrie Golden Knight
Arrows Firecracker Golden Knight
Earthquake Arrows
Earthquake Arrows Firecracker Valkyrie
Arrows Firecracker Earthquake Valkyrie
Arrows Firecracker
Arrows Firecracker Earthquake
Arrows Earthquake Firecracker
Arrows Firecracker Golden Knight
Firecracker Arrows Earthquake Valkyrie Golden Knight
Arrows Firecracker
Earthquake Firecracker Golden Knight
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker Golden Knight
Earthquake Arrows Firecracker
Arrows Earthquake
Arrows Firecracker Earthquake
Arrows Firecracker Earthquake Valkyrie Golden Knight
Earthquake
Arrows
Earthquake Arrows
Arrows Firecracker Earthquake Valkyrie
Arrows Firecracker Earthquake Golden Knight
Arrows Golden Knight
Arrows Firecracker Golden Knight
Arrows Firecracker
Firecracker
Arrows Earthquake
Arrows Firecracker
Arrows Firecracker Earthquake
Earthquake
Arrows Firecracker
Arrows
Firecracker Valkyrie
Arrows Firecracker Earthquake
Arrows
Firecracker
Firecracker Golden Knight
Firecracker
Firecracker Golden Knight

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