My Best Clash Royale Deck

Deck Check Rating

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

2 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 direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
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 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.

Bats Elixir Golem Valkyrie Wizard Dark Prince Witch Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Goblin Barrel

Damage spells

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

Missing

Punishments

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

Elixir Golem Goblin Barrel Dark Prince Mega Knight

Pump responses

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

Goblin Barrel

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 Dark Prince 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 Goblin Barrel Dark Prince

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 Elixir Golem Goblin Barrel Dark Prince
Giant Snowball
Bats Goblin Barrel Witch
Zap
Bats Goblin Barrel Dark Prince Witch
Barbarian Barrel
Elixir Golem Valkyrie Wizard Goblin Barrel Dark Prince Witch
The Log
Elixir Golem Goblin Barrel Dark Prince Witch
Earthquake
Elixir Golem Goblin Barrel Witch
Arrows
Bats Goblin Barrel Witch
Royal Delivery
Bats Elixir Golem Valkyrie Wizard Goblin Barrel Dark Prince Witch
Fireball
Elixir Golem Wizard Goblin Barrel Witch
Poison
Bats Elixir Golem Wizard Witch
Lightning
Valkyrie Wizard Dark Prince Witch
Rocket
Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Dark Prince 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 Elixir Golem Valkyrie Dark Prince 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.

Goblin Barrel

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.

Wizard Goblin Barrel 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.

Bats Elixir Golem Goblin Barrel Valkyrie Dark Prince Wizard Witch Mega Knight

Shortest cycle

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

12 Bats Elixir Golem Goblin Barrel Valkyrie

Attack Synergies 4 14

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 Mega Knight Elixir Golem Goblin Barrel Dark Prince
Elixir Golem
Bats Wizard Goblin Barrel Witch
Valkyrie
Bats Goblin Barrel Wizard Dark Prince Witch
Wizard
Elixir Golem Valkyrie Dark Prince Mega Knight
Goblin Barrel
Valkyrie Dark Prince Bats Elixir Golem Mega Knight
Dark Prince
Goblin Barrel Bats Valkyrie Wizard Witch
Witch
Elixir Golem Valkyrie Dark Prince Mega Knight
Mega Knight
Bats Wizard Goblin Barrel Witch

Defense Synergies 0 9

Bats
Valkyrie Dark Prince Mega Knight
Elixir Golem
Valkyrie
Bats Wizard Witch
Wizard
Valkyrie Dark Prince Mega Knight
Goblin Barrel
Dark Prince
Bats Wizard Witch
Witch
Valkyrie Dark Prince Mega Knight
Mega Knight
Bats 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.

Valkyrie Wizard
Bats Valkyrie Dark Prince Witch Mega Knight
Witch Mega Knight Bats Valkyrie Dark Prince
Witch Bats Valkyrie Dark Prince Mega Knight
Valkyrie Dark Prince Mega Knight
Bats Valkyrie Dark Prince Mega Knight
Bats Wizard Witch
Valkyrie Mega Knight
Witch
Valkyrie Dark Prince Mega Knight
Bats Valkyrie Witch Wizard Dark Prince Mega Knight
Bats Wizard Witch
Mega Knight Bats Valkyrie Wizard Dark Prince Witch
Valkyrie Wizard Mega Knight Bats Dark Prince Witch
Mega Knight
Mega Knight
Wizard Mega Knight Bats Valkyrie Dark Prince Witch
Mega Knight Bats Valkyrie Wizard Dark Prince Witch
Valkyrie Wizard Witch Bats Dark Prince Mega Knight
Valkyrie Wizard Dark Prince Mega Knight Bats Witch

Counters to secondary win conditions

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

Valkyrie Mega Knight Dark Prince Witch
Valkyrie Wizard Mega Knight
Mega Knight Bats Valkyrie Dark Prince Witch
Valkyrie Dark Prince Mega Knight Bats
Valkyrie Dark Prince Witch Mega Knight
Wizard Bats Witch
Dark Prince Bats Valkyrie Witch
Mega Knight Valkyrie Dark Prince
Mega Knight Bats Valkyrie Dark Prince Witch
Witch
Mega Knight Bats Valkyrie Dark Prince Witch
Mega Knight Valkyrie Dark Prince
Dark Prince Mega Knight Valkyrie Wizard Witch
Wizard Valkyrie Witch Mega Knight
Witch Bats Valkyrie Dark Prince
Bats Valkyrie Mega Knight Wizard Dark Prince Witch

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.)

Valkyrie
Valkyrie Dark Prince
Wizard Valkyrie Dark Prince Mega Knight
Wizard Bats Witch
Wizard Witch
Wizard
Wizard
Bats
Valkyrie Wizard Dark Prince
Wizard
Wizard Witch
Wizard Mega Knight
Bats
Wizard Dark Prince Mega Knight
Valkyrie Wizard Witch Mega Knight
Mega Knight
Wizard
Valkyrie Wizard Dark Prince Witch Mega Knight
Witch
Wizard Witch
Wizard Witch Mega Knight
Bats Wizard Witch
Bats Wizard Witch
Wizard Mega Knight
Mega Knight
Wizard
Bats Dark Prince Witch
Wizard Witch
Valkyrie Wizard Dark Prince Mega Knight
Wizard
Dark Prince Mega Knight
Bats Witch
Bats Witch
Dark Prince Witch Mega Knight

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