My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Inferno Tower Wizard

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.

Bats Valkyrie Wizard Golem Mega Knight

Offensive cards

Win conditions

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

Golem

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.

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 Golem 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 Golem

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
Giant Snowball
Bats
Zap
Bats Inferno Tower
Barbarian Barrel
Valkyrie Inferno Tower Wizard
The Log
Earthquake
Inferno Tower
Arrows
Bats
Royal Delivery
Bats Valkyrie Wizard
Fireball
Inferno Tower Wizard
Poison
Bats Inferno Tower Wizard
Lightning
Valkyrie Inferno Tower Wizard
Rocket
Valkyrie Inferno Tower 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 Inferno Tower Golem 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Fireball Valkyrie Inferno Tower Wizard Mega Knight Golem

Shortest cycle

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

10 Mirror Bats Fireball Valkyrie

Attack Synergies 4 5

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 Golem
Fireball
Mirror Golem Mega Knight
Valkyrie
Bats Wizard
Inferno Tower
Wizard
Valkyrie Golem Mega Knight
Mirror
Fireball
Golem
Fireball Bats Wizard
Mega Knight
Bats Fireball Wizard

Defense Synergies 1 13

Bats
Valkyrie Inferno Tower Mega Knight
Fireball
Mirror Valkyrie Inferno Tower Mega Knight
Valkyrie
Bats Fireball Inferno Tower Wizard Mirror
Inferno Tower
Bats Fireball Valkyrie Mirror Mega Knight
Wizard
Valkyrie Mega Knight
Mirror
Fireball Valkyrie Inferno Tower Mega Knight
Golem
Mega Knight
Bats Fireball Inferno Tower Wizard 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.

Fireball Valkyrie Inferno Tower Wizard
Inferno Tower Bats Valkyrie Mega Knight
Inferno Tower Mega Knight Bats Valkyrie
Inferno Tower Bats Valkyrie Mega Knight
Fireball Valkyrie Mega Knight
Fireball Bats Valkyrie Mega Knight
Bats Inferno Tower Fireball Wizard
Fireball Valkyrie Inferno Tower Mega Knight
Inferno Tower
Valkyrie Inferno Tower Mega Knight
Bats Valkyrie Fireball Wizard Mega Knight
Inferno Tower Bats Fireball Wizard
Inferno Tower Mega Knight Bats Fireball Valkyrie Wizard
Fireball Valkyrie Wizard Mega Knight Bats
Inferno Tower Mega Knight
Inferno Tower Fireball Mega Knight
Wizard Mega Knight Bats Fireball Valkyrie Inferno Tower
Fireball Mega Knight Bats Valkyrie Wizard
Valkyrie Wizard Bats Fireball Mega Knight
Inferno Tower
Valkyrie Wizard Mega Knight Bats Fireball

Counters to secondary win conditions

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

Valkyrie Mega Knight Fireball Inferno Tower
Fireball Valkyrie Wizard Mega Knight
Mega Knight Bats Valkyrie Inferno Tower
Valkyrie Mega Knight Bats Fireball Inferno Tower
Inferno Tower Valkyrie Mega Knight
Fireball Wizard Bats
Bats Fireball Valkyrie Inferno Tower
Inferno Tower Mega Knight Valkyrie
Mega Knight Bats Fireball Valkyrie Inferno Tower
Inferno Tower
Mega Knight Bats Valkyrie Inferno Tower
Mega Knight Fireball Valkyrie
Mega Knight Fireball Valkyrie Inferno Tower Wizard
Wizard Fireball Valkyrie Mega Knight
Inferno Tower Bats Fireball Valkyrie
Bats Valkyrie Mega Knight Fireball Inferno Tower 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
Fireball Valkyrie
Fireball Wizard Valkyrie Mega Knight
Fireball Wizard Bats
Wizard
Fireball Wizard
Fireball Wizard
Bats Fireball
Fireball Valkyrie Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Bats
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 Fireball Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Bats Fireball
Fireball Wizard
Fireball
Fireball Valkyrie Wizard Mega Knight
Fireball Wizard
Fireball
Mega Knight
Bats Fireball
Bats Fireball
Fireball Mega Knight

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