My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Bats Archers Wizard Goblin Giant

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.

Bats Archers Valkyrie Wizard Goblin Giant Mega Knight

Offensive cards

Win conditions

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

Hog Rider Goblin Giant

Damage spells

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

Fireball

Punishments

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

Hog Rider Goblin Giant 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 Hog Rider Goblin Giant 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 Hog Rider

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
Bats Archers Hog Rider
Giant Snowball
Bats Archers Hog Rider
Zap
Bats Archers Goblin Giant
Barbarian Barrel
Archers Valkyrie Wizard
The Log
Archers Hog Rider
Earthquake
Archers Hog Rider
Arrows
Bats Archers
Royal Delivery
Bats Archers Valkyrie Hog Rider Wizard
Fireball
Archers Hog Rider Wizard
Poison
Bats Archers Wizard
Lightning
Valkyrie Wizard
Rocket
Valkyrie Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Wizard 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.

Bats Valkyrie 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 Wizard

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Fireball Valkyrie Hog Rider Wizard Goblin Giant Mega Knight

Shortest cycle

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

13 Bats Archers Fireball Valkyrie

Attack Synergies 7 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.

Bats
Valkyrie Hog Rider Mega Knight Goblin Giant
Archers
Valkyrie Hog Rider Goblin Giant Mega Knight
Fireball
Hog Rider Goblin Giant Mega Knight
Valkyrie
Bats Archers Hog Rider Wizard
Hog Rider
Bats Fireball Valkyrie Archers Wizard Mega Knight
Wizard
Valkyrie Hog Rider Goblin Giant Mega Knight
Goblin Giant
Fireball Bats Archers Wizard
Mega Knight
Bats Archers Fireball Hog Rider Wizard

Defense Synergies 2 9

Bats
Valkyrie Goblin Giant Mega Knight
Archers
Valkyrie Goblin Giant Mega Knight
Fireball
Goblin Giant Valkyrie Mega Knight
Valkyrie
Archers Bats Fireball Wizard
Hog Rider
Wizard
Valkyrie Mega Knight
Goblin Giant
Fireball Bats Archers
Mega Knight
Bats Archers Fireball Wizard

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 Wizard Goblin Giant
Bats Valkyrie Mega Knight
Mega Knight Bats Archers Valkyrie
Bats Valkyrie Mega Knight
Fireball Valkyrie Mega Knight
Fireball Bats Archers Valkyrie Mega Knight
Bats Archers Fireball Wizard
Fireball Valkyrie Goblin Giant Mega Knight
Archers Valkyrie Mega Knight
Bats Archers Valkyrie Fireball Wizard Goblin Giant Mega Knight
Bats Archers Fireball Wizard
Mega Knight Bats Fireball Valkyrie Wizard
Fireball Valkyrie Wizard Mega Knight Bats
Mega Knight
Fireball Mega Knight
Wizard Mega Knight Bats Fireball Valkyrie
Fireball Mega Knight Bats Archers Valkyrie Wizard
Valkyrie Wizard Bats Archers Fireball Mega Knight
Valkyrie Wizard Mega Knight Bats Archers Fireball Goblin Giant

Counters to secondary win conditions

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

Valkyrie Mega Knight Archers Fireball
Fireball Archers Valkyrie Wizard Mega Knight
Mega Knight Bats Valkyrie Goblin Giant
Valkyrie Mega Knight Bats Fireball Goblin Giant
Valkyrie Goblin Giant Mega Knight
Fireball Wizard Bats Archers Goblin Giant
Bats Archers Fireball Valkyrie Goblin Giant
Mega Knight Valkyrie Goblin Giant
Mega Knight Bats Fireball Valkyrie
Goblin Giant
Mega Knight Bats Valkyrie
Mega Knight Fireball Valkyrie Goblin Giant
Mega Knight Fireball Valkyrie Wizard Goblin Giant
Wizard Archers Fireball Valkyrie Mega Knight
Bats Archers Fireball Valkyrie Goblin Giant
Bats Valkyrie Mega Knight Archers Fireball Wizard

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
Fireball
Fireball Goblin Giant
Fireball Valkyrie
Fireball Wizard Valkyrie Mega Knight
Fireball Wizard Bats Goblin Giant
Archers Wizard
Fireball Wizard
Fireball Wizard
Bats Fireball
Fireball Valkyrie Wizard
Fireball Archers Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Bats
Archers Fireball Wizard Mega Knight
Fireball Valkyrie Wizard Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Valkyrie Wizard Mega Knight
Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Bats Archers Fireball Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Bats Archers Fireball
Fireball Archers Wizard
Fireball
Fireball Valkyrie Wizard Mega Knight
Fireball Wizard
Fireball
Mega Knight
Bats Fireball
Bats Fireball
Fireball Goblin Giant Mega Knight

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