My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 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 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 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 Wizard

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 Royal Giant Valkyrie Wizard Royal Ghost Sparky Mega Knight

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Elite Barbarians Royal Ghost Mega Knight

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.

Royal Giant Elite Barbarians Valkyrie Royal Ghost 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.

Elite Barbarians Valkyrie Royal Ghost

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 Royal Giant Elite Barbarians Sparky
Giant Snowball
Bats
Zap
Bats Royal Giant Sparky
Barbarian Barrel
Elite Barbarians Valkyrie Wizard Royal Ghost Sparky
The Log
Royal Giant Elite Barbarians Sparky
Earthquake
Arrows
Bats
Royal Delivery
Bats Elite Barbarians Valkyrie Wizard Royal Ghost Sparky
Fireball
Elite Barbarians Wizard Sparky
Poison
Bats Wizard Sparky
Lightning
Elite Barbarians Valkyrie Wizard Sparky
Rocket
Elite Barbarians Valkyrie Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Royal Ghost Sparky 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 Royal Ghost Sparky 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.

Royal Giant Elite Barbarians

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

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.

Bats Royal Ghost Valkyrie Wizard Royal Giant Elite Barbarians Sparky Mega Knight

Shortest cycle

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

14 Bats Royal Ghost Valkyrie Wizard

Attack Synergies 4 17

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
Royal Giant Valkyrie Mega Knight Elite Barbarians Sparky
Royal Giant
Bats Elite Barbarians Wizard Royal Ghost Sparky
Elite Barbarians
Valkyrie Bats Royal Giant Wizard Royal Ghost Sparky Mega Knight
Valkyrie
Bats Elite Barbarians Wizard Royal Ghost Sparky
Wizard
Royal Giant Elite Barbarians Valkyrie Royal Ghost Sparky Mega Knight
Royal Ghost
Royal Giant Elite Barbarians Valkyrie Wizard Mega Knight
Sparky
Bats Royal Giant Elite Barbarians Valkyrie Wizard
Mega Knight
Bats Elite Barbarians Wizard Royal Ghost

Defense Synergies 1 10

Bats
Valkyrie Sparky Mega Knight
Royal Giant
Elite Barbarians
Valkyrie Wizard Mega Knight
Valkyrie
Elite Barbarians Bats Wizard Sparky
Wizard
Elite Barbarians Valkyrie Royal Ghost Mega Knight
Royal Ghost
Wizard Mega Knight
Sparky
Bats Valkyrie
Mega Knight
Bats Elite Barbarians Wizard Royal Ghost

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 Sparky
Elite Barbarians Sparky Bats Valkyrie Mega Knight
Sparky Mega Knight Bats Elite Barbarians Valkyrie
Elite Barbarians Sparky Bats Valkyrie Mega Knight
Elite Barbarians Valkyrie Sparky Mega Knight
Bats Valkyrie Royal Ghost Mega Knight
Bats Wizard
Valkyrie Sparky Mega Knight
Sparky Elite Barbarians
Elite Barbarians Valkyrie Royal Ghost Sparky Mega Knight
Bats Valkyrie Wizard Royal Ghost Mega Knight
Bats Wizard
Sparky Mega Knight Bats Elite Barbarians Valkyrie Wizard
Valkyrie Wizard Sparky Mega Knight Bats Royal Ghost
Elite Barbarians Sparky Mega Knight
Elite Barbarians Sparky Mega Knight
Wizard Sparky Mega Knight Bats Elite Barbarians Valkyrie
Mega Knight Bats Elite Barbarians Valkyrie Wizard Royal Ghost
Valkyrie Wizard Bats Royal Ghost Mega Knight
Sparky Elite Barbarians
Valkyrie Wizard Royal Ghost Mega Knight Bats Elite Barbarians Sparky

Counters to secondary win conditions

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

Valkyrie Mega Knight Elite Barbarians Royal Ghost Sparky
Elite Barbarians Valkyrie Wizard Royal Ghost Mega Knight
Mega Knight Bats Elite Barbarians Valkyrie Sparky
Valkyrie Mega Knight Bats Elite Barbarians Sparky
Elite Barbarians Valkyrie Sparky Mega Knight
Wizard Bats
Sparky Bats Elite Barbarians Valkyrie
Mega Knight Elite Barbarians Valkyrie Sparky
Mega Knight Bats Elite Barbarians Valkyrie Sparky
Sparky
Mega Knight Bats Elite Barbarians Valkyrie Sparky
Mega Knight Elite Barbarians Valkyrie
Elite Barbarians Mega Knight Valkyrie Wizard Sparky
Wizard Valkyrie Sparky Mega Knight
Elite Barbarians Sparky Bats Valkyrie
Bats Valkyrie Mega Knight Elite Barbarians Wizard Royal Ghost 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.)

Valkyrie Royal Ghost Sparky
Royal Ghost
Sparky
Valkyrie Sparky
Wizard Valkyrie Sparky Mega Knight
Wizard Bats
Wizard Sparky
Wizard
Wizard
Bats Elite Barbarians Sparky
Valkyrie Wizard Sparky
Wizard
Elite Barbarians Sparky
Elite Barbarians Sparky
Wizard Sparky
Wizard Sparky Mega Knight
Sparky
Bats Sparky
Wizard Sparky Mega Knight
Valkyrie Wizard Mega Knight
Sparky Mega Knight
Wizard
Sparky
Valkyrie Wizard Sparky Mega Knight
Wizard Royal Ghost Sparky
Wizard Sparky Mega Knight
Sparky
Elite Barbarians Bats Wizard Sparky
Bats Wizard
Elite Barbarians Sparky
Wizard Sparky Mega Knight
Sparky
Sparky Mega Knight
Wizard Sparky
Bats
Wizard
Valkyrie Wizard Sparky Mega Knight
Wizard
Sparky
Elite Barbarians Sparky Mega Knight
Bats Elite Barbarians Sparky
Bats
Royal Ghost Sparky Mega Knight

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