My Best Clash Royale Deck

Deck Check Rating

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

3 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

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 Witch Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Fireball Rage The Log

Punishments

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

Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Valkyrie Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Valkyrie The Log Mega Knight

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 Rage Mega Knight

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Rage The Log Arrows Fireball Valkyrie Witch Mega Knight

Shortest cycle

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

7 Mirror Rage The Log Arrows

Attack Synergies 5 6

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
Fireball Mirror Mega Knight
Fireball
Arrows Mirror The Log Mega Knight
Valkyrie
Witch
Mirror
Arrows Fireball The Log
Rage
Witch
Witch
Rage Valkyrie Mega Knight
The Log
Mirror Fireball Mega Knight
Mega Knight
Arrows Fireball Witch The Log

Defense Synergies 4 12

Arrows
Mirror Mega Knight Fireball Valkyrie
Fireball
Mirror The Log Arrows Valkyrie Mega Knight
Valkyrie
Arrows Fireball Mirror Witch The Log
Mirror
Arrows Fireball Valkyrie The Log Mega Knight
Rage
Witch
Valkyrie The Log Mega Knight
The Log
Fireball Valkyrie Mirror Witch Mega Knight
Mega Knight
Arrows Fireball Mirror Witch The Log

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.

Fireball Valkyrie The Log
Valkyrie Witch The Log Mega Knight
Witch Mega Knight Valkyrie
Witch Valkyrie Mega Knight
Arrows Fireball Valkyrie The Log Mega Knight
Arrows Fireball The Log Valkyrie Mega Knight
Arrows Fireball Witch
Arrows Fireball Valkyrie The Log Mega Knight
Witch
Valkyrie Mega Knight
Valkyrie Witch Arrows Fireball The Log Mega Knight
Arrows Fireball Witch
Mega Knight Fireball Valkyrie Witch The Log
Fireball Valkyrie Mega Knight Arrows Witch The Log
Mega Knight
Fireball The Log Mega Knight
Mega Knight Arrows Fireball Valkyrie Witch
Arrows Fireball Valkyrie Mega Knight Witch The Log
Arrows Valkyrie Witch The Log Fireball Mega Knight
Valkyrie Mega Knight Arrows Fireball Witch The Log

Counters to secondary win conditions

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

Valkyrie Mega Knight Fireball Witch
Fireball Arrows Valkyrie The Log Mega Knight
Mega Knight Valkyrie Witch The Log
Valkyrie Mega Knight Fireball The Log
Valkyrie Witch Mega Knight
Arrows Fireball Witch
Fireball Valkyrie Witch
Mega Knight Valkyrie
Mega Knight Fireball Valkyrie Witch The Log
Witch
Mega Knight Valkyrie Witch
Mega Knight Arrows Fireball Valkyrie The Log
Mega Knight Fireball Valkyrie Witch
Fireball Valkyrie Witch Mega Knight
Witch Fireball Valkyrie The Log
Arrows Valkyrie Mega Knight Fireball Witch The Log
Arrows Fireball
Mega 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.)

Fireball Arrows Valkyrie The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball Valkyrie The Log
Fireball Arrows Valkyrie The Log Mega Knight
Arrows Fireball Witch
Arrows Witch The Log
Arrows Fireball The Log
Arrows Fireball The Log
Fireball
Arrows Fireball Valkyrie The Log
Fireball Arrows
Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Arrows Fireball Witch The Log
Arrows Fireball The Log Mega Knight
Arrows Fireball
Arrows Fireball The Log Mega Knight
Arrows Fireball Valkyrie Witch The Log Mega Knight
Fireball The Log Mega Knight
Arrows Fireball
The Log
Arrows Fireball The Log
Arrows The Log Fireball Valkyrie Witch Mega Knight
Witch
Arrows Fireball The Log Witch
Fireball Arrows Witch The Log Mega Knight
Fireball Arrows The Log
Arrows Fireball Witch
Fireball Witch
Fireball
Arrows Fireball The Log Mega Knight
Arrows Fireball
Mega Knight
Arrows Fireball The Log
Fireball Witch
Fireball Arrows Witch
Arrows The Log Fireball
Fireball Valkyrie Mega Knight
Arrows The Log Fireball
Arrows Fireball
Mega Knight
Fireball Witch The Log
Fireball Witch
Fireball Witch The Log Mega Knight
Fireball Mega Knight

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