My Best Clash Royale Deck

Deck Check Rating

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

4 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Missing

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tombstone Valkyrie Giant Skeleton

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.

Zap Fireball Tornado

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 Giant Skeleton

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 Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Valkyrie Tornado

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.

Tombstone Valkyrie Clone Tornado Giant Skeleton

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

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.

Mirror Zap Tombstone Clone Tornado Fireball Valkyrie Giant Skeleton

Shortest cycle

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

8 Mirror Zap Tombstone Clone

Attack Synergies 6 7

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.

Zap
Fireball Mirror Tornado Valkyrie Giant Skeleton
Tombstone
Fireball
Zap Mirror Tornado
Valkyrie
Zap Tornado Giant Skeleton
Mirror
Zap Fireball Tornado Giant Skeleton
Clone
Giant Skeleton
Tornado
Zap Fireball Valkyrie Mirror Giant Skeleton
Giant Skeleton
Clone Zap Valkyrie Mirror Tornado

Defense Synergies 5 10

Zap
Fireball Mirror Tombstone Valkyrie Tornado Giant Skeleton
Tombstone
Zap Fireball Mirror
Fireball
Zap Mirror Tornado Tombstone Valkyrie
Valkyrie
Zap Fireball Mirror Tornado
Mirror
Zap Fireball Tornado Tombstone Valkyrie
Clone
Tornado
Fireball Mirror Zap Valkyrie Giant Skeleton
Giant Skeleton
Zap Tornado

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.

Zap Tombstone Fireball Valkyrie
Zap Tombstone Valkyrie
Tornado Tombstone Valkyrie Giant Skeleton
Tombstone Valkyrie
Tombstone Fireball Valkyrie Tornado Giant Skeleton
Fireball Tornado Zap Valkyrie
Tornado Zap Tombstone Fireball
Zap Fireball Valkyrie Giant Skeleton
Tombstone Tornado
Tornado Valkyrie Giant Skeleton
Valkyrie Zap Tombstone Fireball Tornado Giant Skeleton
Zap Fireball Tornado
Tombstone Zap Fireball Valkyrie Giant Skeleton
Fireball Valkyrie Zap Tombstone Tornado
Tombstone
Tornado Zap Fireball
Tombstone Fireball Valkyrie Tornado
Tombstone Fireball Zap Valkyrie Tornado
Zap Valkyrie Tornado Tombstone Fireball Giant Skeleton
Tornado
Valkyrie Fireball Giant Skeleton

Counters to secondary win conditions

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

Valkyrie Zap Tombstone Fireball Giant Skeleton
Fireball Zap Valkyrie
Tombstone Giant Skeleton Zap Valkyrie
Valkyrie Giant Skeleton Zap Fireball Tornado
Giant Skeleton Tombstone Valkyrie
Fireball Zap Tornado
Tombstone Fireball Valkyrie Giant Skeleton
Giant Skeleton Valkyrie
Zap Giant Skeleton Tombstone Fireball Valkyrie Tornado
Tombstone
Tombstone Valkyrie Giant Skeleton
Zap Fireball Valkyrie Tornado Giant Skeleton
Giant Skeleton Tombstone Fireball Valkyrie
Fireball Valkyrie
Tombstone Zap Fireball Valkyrie Tornado Giant Skeleton
Valkyrie Zap Fireball Giant Skeleton

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 Giant Skeleton
Fireball Zap Tornado
Fireball Giant Skeleton
Fireball Valkyrie Giant Skeleton
Fireball Zap Valkyrie
Fireball Zap Tornado
Tornado
Fireball Zap Tornado
Fireball Zap Tornado
Fireball Tornado
Zap Fireball Valkyrie Tornado
Fireball Zap Tornado
Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball Tornado
Zap Fireball
Zap Fireball Valkyrie Tornado
Fireball Giant Skeleton
Fireball Tornado
Tornado
Zap Fireball
Zap Tornado Fireball Valkyrie
Fireball Zap Tornado
Fireball Zap Tornado
Fireball Zap Tornado
Zap Fireball Tornado
Zap Fireball
Fireball
Zap Fireball
Zap Fireball
Giant Skeleton
Fireball
Zap Tombstone Fireball
Fireball Zap Tornado
Fireball
Fireball Valkyrie
Zap Fireball
Zap Fireball Tornado Giant Skeleton
Zap Fireball Tornado Giant Skeleton
Zap Fireball Tornado
Zap Fireball Tornado Giant Skeleton

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