My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

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Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

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AND/OR

You can replace some of your high-cost cards. Such as these:

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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.

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.

Valkyrie Giant Wizard Witch Giant Skeleton

Offensive cards

Win conditions

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

Giant

Damage spells

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

Fireball Rocket Rage

Punishments

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

Giant

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Valkyrie Giant Giant Skeleton

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 Giant Skeleton

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
Giant Giant Skeleton
Giant Snowball
Witch
Zap
Witch
Barbarian Barrel
Valkyrie Wizard Witch Giant Skeleton
The Log
Witch Giant Skeleton
Earthquake
Witch
Arrows
Witch
Royal Delivery
Valkyrie Wizard Witch Giant Skeleton
Fireball
Wizard Witch
Poison
Wizard Witch
Lightning
Valkyrie Wizard Witch
Rocket
Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Wizard Rocket

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.

Valkyrie Rocket Rage Giant Skeleton

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.

Fireball

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Fireball Valkyrie Giant Wizard Witch Rocket Giant Skeleton

Shortest cycle

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

15 Rage Fireball Valkyrie Giant

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.

Fireball
Giant
Valkyrie
Giant Wizard Witch Giant Skeleton
Giant
Rage Fireball Valkyrie Wizard Rocket Witch
Wizard
Valkyrie Giant Rage Giant Skeleton
Rocket
Giant
Rage
Giant Witch Wizard Giant Skeleton
Witch
Rage Valkyrie Giant Giant Skeleton
Giant Skeleton
Valkyrie Wizard Rage Witch

Defense Synergies 0 5

Fireball
Valkyrie
Valkyrie
Fireball Wizard Witch
Giant
Wizard
Valkyrie Giant Skeleton
Rocket
Rage
Witch
Valkyrie Giant Skeleton
Giant Skeleton
Wizard 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.

Rocket Fireball Valkyrie Wizard
Valkyrie Witch
Rocket Witch Valkyrie Giant Skeleton
Witch Valkyrie
Fireball Valkyrie Rocket Giant Skeleton
Fireball Valkyrie
Rocket Fireball Wizard Witch
Rocket Fireball Valkyrie Giant Skeleton
Witch
Valkyrie Giant Skeleton
Valkyrie Witch Fireball Wizard Giant Skeleton
Fireball Wizard Witch
Fireball Valkyrie Wizard Rocket Witch Giant Skeleton
Fireball Valkyrie Wizard Rocket Witch
Rocket Fireball
Wizard Fireball Valkyrie Witch
Fireball Valkyrie Wizard Witch
Valkyrie Wizard Witch Fireball Giant Skeleton
Valkyrie Wizard Fireball Witch Giant Skeleton

Counters to secondary win conditions

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

Valkyrie Fireball Witch Giant Skeleton
Fireball Valkyrie Wizard Rocket
Giant Skeleton Valkyrie Rocket Witch
Valkyrie Rocket Giant Skeleton Fireball
Giant Skeleton Valkyrie Witch
Fireball Wizard Rocket Witch
Rocket Fireball Valkyrie Witch Giant Skeleton
Giant Skeleton Valkyrie
Rocket Giant Skeleton Fireball Valkyrie Witch
Witch
Valkyrie Witch Giant Skeleton
Rocket Fireball Valkyrie Giant Skeleton
Rocket Giant Skeleton Fireball Valkyrie Wizard Witch
Wizard Fireball Valkyrie Witch
Witch Fireball Valkyrie Rocket Giant Skeleton
Valkyrie Fireball Wizard Witch Giant Skeleton

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.)

Fireball Valkyrie Rocket Giant Skeleton
Fireball
Rocket Fireball Giant Skeleton
Fireball Valkyrie Rocket Giant Skeleton
Fireball Wizard Rocket Valkyrie
Fireball Wizard Rocket Witch
Wizard Witch
Fireball Wizard
Fireball Wizard
Rocket Fireball
Rocket Fireball Valkyrie Wizard
Fireball Wizard Rocket
Rocket Fireball
Fireball Rocket
Fireball
Rocket Fireball Wizard Witch
Fireball Wizard Rocket
Fireball Rocket
Rocket
Rocket Fireball Wizard
Rocket Fireball Valkyrie Wizard Witch
Rocket Fireball Giant Skeleton
Rocket Fireball Wizard
Rocket
Rocket Fireball
Fireball Valkyrie Wizard Witch
Witch
Fireball Wizard Witch
Fireball Wizard Witch
Fireball Rocket
Fireball Wizard Witch
Rocket Fireball Wizard Witch
Fireball
Fireball Wizard Rocket
Rocket Fireball
Giant Skeleton
Rocket Fireball Wizard
Fireball Rocket Witch
Fireball Rocket Wizard Witch
Fireball
Fireball Valkyrie Wizard Rocket
Fireball Wizard
Rocket Fireball Giant Skeleton
Fireball Rocket Witch Giant Skeleton
Fireball Rocket Witch
Fireball Rocket Witch Giant Skeleton

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