My Best Clash Royale Deck

Deck Check Rating

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

2 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:

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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Elixir Golem Valkyrie Giant Skeleton Electro Giant Sparky

Offensive cards

Win conditions

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

Elixir Golem Electro Giant

Damage spells

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

Arrows

Punishments

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

Elixir Golem

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.

Elixir Golem Valkyrie Giant Skeleton Electro 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.

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
Elixir Golem Giant Skeleton Sparky
Giant Snowball
Zap
Inferno Tower Sparky
Barbarian Barrel
Elixir Golem Valkyrie Inferno Tower Giant Skeleton Sparky
The Log
Elixir Golem Giant Skeleton Sparky
Earthquake
Elixir Golem Inferno Tower
Arrows
Royal Delivery
Elixir Golem Valkyrie Giant Skeleton Sparky
Fireball
Elixir Golem Inferno Tower Sparky
Poison
Elixir Golem Inferno Tower Sparky
Lightning
Valkyrie Inferno Tower Sparky
Rocket
Valkyrie Inferno Tower Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Electro Giant Sparky

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 Elixir Golem Valkyrie Inferno Tower Giant Skeleton Electro Giant Sparky

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.

Mirror Arrows Elixir Golem Valkyrie Inferno Tower Giant Skeleton Sparky Electro Giant

Shortest cycle

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

10 Mirror Arrows Elixir Golem Valkyrie

Attack Synergies 3 10

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
Mirror Sparky Elixir Golem Giant Skeleton
Elixir Golem
Arrows Mirror Sparky
Valkyrie
Giant Skeleton Sparky
Inferno Tower
Mirror
Arrows Electro Giant Elixir Golem Giant Skeleton Sparky
Giant Skeleton
Arrows Valkyrie Mirror Sparky
Electro Giant
Mirror Sparky
Sparky
Arrows Elixir Golem Valkyrie Mirror Giant Skeleton Electro Giant

Defense Synergies 1 9

Arrows
Mirror Valkyrie Inferno Tower Giant Skeleton Sparky
Elixir Golem
Valkyrie
Arrows Inferno Tower Mirror Sparky
Inferno Tower
Arrows Valkyrie Mirror
Mirror
Arrows Valkyrie Inferno Tower Sparky
Giant Skeleton
Arrows
Electro Giant
Sparky
Arrows Valkyrie Mirror

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.

Valkyrie Inferno Tower Sparky
Inferno Tower Sparky Valkyrie
Inferno Tower Sparky Valkyrie Giant Skeleton
Inferno Tower Sparky Valkyrie
Arrows Valkyrie Giant Skeleton Sparky
Arrows Valkyrie
Inferno Tower Arrows
Arrows Valkyrie Inferno Tower Giant Skeleton Electro Giant Sparky
Inferno Tower Sparky
Valkyrie Inferno Tower Giant Skeleton Sparky
Valkyrie Arrows Giant Skeleton Electro Giant
Arrows Inferno Tower
Inferno Tower Sparky Valkyrie Giant Skeleton
Valkyrie Sparky Arrows
Inferno Tower Sparky
Inferno Tower Electro Giant Sparky
Sparky Arrows Valkyrie Inferno Tower
Arrows Valkyrie
Arrows Valkyrie Giant Skeleton
Sparky Inferno Tower
Valkyrie Arrows Giant Skeleton Electro Giant Sparky

Counters to secondary win conditions

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

Valkyrie Inferno Tower Giant Skeleton Electro Giant Sparky
Arrows Valkyrie
Giant Skeleton Valkyrie Inferno Tower Sparky
Valkyrie Giant Skeleton Inferno Tower Sparky
Inferno Tower Giant Skeleton Valkyrie Sparky
Arrows Electro Giant
Sparky Valkyrie Inferno Tower Giant Skeleton
Inferno Tower Giant Skeleton Valkyrie Sparky
Giant Skeleton Valkyrie Inferno Tower Sparky
Inferno Tower Sparky
Valkyrie Inferno Tower Giant Skeleton Sparky
Arrows Valkyrie Giant Skeleton Electro Giant
Giant Skeleton Valkyrie Inferno Tower Sparky
Valkyrie Electro Giant Sparky
Inferno Tower Electro Giant Sparky Valkyrie Giant Skeleton
Arrows Valkyrie Inferno Tower Giant Skeleton Electro Giant Sparky

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 Valkyrie Giant Skeleton Sparky
Arrows
Arrows Giant Skeleton Sparky
Arrows Valkyrie Giant Skeleton Sparky
Arrows Valkyrie Sparky
Arrows Electro Giant
Arrows Sparky
Arrows
Arrows
Sparky
Arrows Valkyrie Sparky
Arrows
Sparky
Arrows
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Sparky
Arrows Sparky
Arrows Valkyrie Electro Giant
Giant Skeleton Sparky
Arrows
Sparky
Arrows
Arrows Electro Giant Valkyrie Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Electro Giant Sparky
Electro Giant
Sparky
Arrows Sparky
Arrows Sparky
Giant Skeleton Sparky
Arrows Sparky
Arrows
Arrows
Valkyrie Sparky
Arrows
Arrows Giant Skeleton Electro Giant Sparky
Sparky
Electro Giant Giant Skeleton Sparky
Giant Skeleton Electro Giant Sparky

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