My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Hut Wizard Witch

Defensive buildings

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

Goblin Hut Barbarian Hut

Investments

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

Valkyrie Goblin Hut Wizard Barbarian Hut Witch Giant Skeleton Mega Knight

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.

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 Giant Skeleton 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 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
Giant Skeleton
Giant Snowball
Goblin Hut Witch
Zap
Goblin Hut Witch
Barbarian Barrel
Valkyrie Goblin Hut Wizard Barbarian Hut Witch Giant Skeleton
The Log
Goblin Hut Barbarian Hut Witch Giant Skeleton
Earthquake
Goblin Hut Barbarian Hut Witch
Arrows
Goblin Hut Witch
Royal Delivery
Valkyrie Goblin Hut Wizard Witch Giant Skeleton
Fireball
Goblin Hut Wizard Barbarian Hut Witch
Poison
Goblin Hut Wizard Barbarian Hut Witch
Lightning
Valkyrie Goblin Hut Wizard Barbarian Hut Witch
Rocket
Valkyrie Goblin Hut Wizard Barbarian Hut Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

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.

Valkyrie Giant Skeleton 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 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.

Fireball Valkyrie Goblin Hut Wizard Witch Barbarian Hut Giant Skeleton Mega Knight

Shortest cycle

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

18 Fireball Valkyrie Goblin Hut Wizard

Attack Synergies 0 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.

Fireball
Mega Knight
Valkyrie
Goblin Hut Wizard Barbarian Hut Witch Giant Skeleton
Goblin Hut
Valkyrie Barbarian Hut Giant Skeleton Mega Knight
Wizard
Valkyrie Giant Skeleton Mega Knight
Barbarian Hut
Valkyrie Goblin Hut Giant Skeleton
Witch
Valkyrie Giant Skeleton Mega Knight
Giant Skeleton
Valkyrie Goblin Hut Wizard Barbarian Hut Witch
Mega Knight
Fireball Goblin Hut Wizard Witch

Defense Synergies 0 14

Fireball
Valkyrie Goblin Hut Barbarian Hut Mega Knight
Valkyrie
Fireball Goblin Hut Wizard Witch
Goblin Hut
Fireball Valkyrie Wizard Barbarian Hut Giant Skeleton
Wizard
Valkyrie Goblin Hut Giant Skeleton Mega Knight
Barbarian Hut
Fireball Goblin Hut
Witch
Valkyrie Giant Skeleton Mega Knight
Giant Skeleton
Goblin Hut Wizard Witch
Mega Knight
Fireball 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.

Barbarian Hut Fireball Valkyrie Goblin Hut Wizard
Barbarian Hut Valkyrie Goblin Hut Witch Mega Knight
Goblin Hut Barbarian Hut Witch Mega Knight Valkyrie Giant Skeleton
Goblin Hut Barbarian Hut Witch Valkyrie Mega Knight
Fireball Valkyrie Giant Skeleton Mega Knight
Fireball Valkyrie Mega Knight
Fireball Goblin Hut Wizard Barbarian Hut Witch
Barbarian Hut Fireball Valkyrie Giant Skeleton Mega Knight
Barbarian Hut Witch Goblin Hut
Valkyrie Giant Skeleton Mega Knight
Valkyrie Witch Fireball Goblin Hut Wizard Giant Skeleton Mega Knight
Fireball Goblin Hut Wizard Barbarian Hut Witch
Goblin Hut Barbarian Hut Mega Knight Fireball Valkyrie Wizard Witch Giant Skeleton
Fireball Valkyrie Wizard Barbarian Hut Mega Knight Goblin Hut Witch
Barbarian Hut Goblin Hut Mega Knight
Barbarian Hut Fireball Goblin Hut Mega Knight
Wizard Barbarian Hut Mega Knight Fireball Valkyrie Goblin Hut Witch
Fireball Mega Knight Valkyrie Goblin Hut Wizard Barbarian Hut Witch
Valkyrie Wizard Witch Fireball Goblin Hut Barbarian Hut Giant Skeleton Mega Knight
Barbarian Hut Goblin Hut
Valkyrie Wizard Mega Knight Fireball Witch Giant Skeleton

Counters to secondary win conditions

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

Valkyrie Barbarian Hut Mega Knight Fireball Goblin Hut Witch Giant Skeleton
Fireball Valkyrie Wizard Mega Knight
Giant Skeleton Mega Knight Valkyrie Goblin Hut Barbarian Hut Witch
Valkyrie Giant Skeleton Mega Knight Fireball Barbarian Hut
Barbarian Hut Giant Skeleton Valkyrie Goblin Hut Witch Mega Knight
Fireball Wizard Goblin Hut Witch
Fireball Valkyrie Goblin Hut Barbarian Hut Witch Giant Skeleton
Giant Skeleton Mega Knight Valkyrie Barbarian Hut
Giant Skeleton Mega Knight Fireball Valkyrie Goblin Hut Barbarian Hut Witch
Witch Goblin Hut Barbarian Hut
Mega Knight Valkyrie Goblin Hut Witch Giant Skeleton
Mega Knight Fireball Valkyrie Giant Skeleton
Giant Skeleton Mega Knight Fireball Valkyrie Wizard Barbarian Hut Witch
Wizard Fireball Valkyrie Barbarian Hut Witch Mega Knight
Goblin Hut Witch Fireball Valkyrie Barbarian Hut Giant Skeleton
Valkyrie Mega Knight Fireball Goblin Hut Wizard Barbarian Hut Witch 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 Barbarian Hut Giant Skeleton
Fireball
Fireball Goblin Hut Barbarian Hut Giant Skeleton
Fireball Valkyrie Barbarian Hut Giant Skeleton
Fireball Wizard Valkyrie Mega Knight
Fireball Wizard Witch
Wizard Witch
Fireball Wizard Barbarian Hut
Fireball Wizard
Fireball
Fireball Valkyrie Wizard
Fireball Wizard
Fireball Goblin Hut Barbarian Hut
Fireball
Fireball Goblin Hut Barbarian Hut
Fireball Goblin Hut Wizard Barbarian Hut Witch
Fireball Goblin Hut Wizard Barbarian Hut Mega Knight
Fireball
Fireball Wizard Mega Knight
Fireball Valkyrie Wizard Witch Mega Knight
Fireball Giant Skeleton Mega Knight
Fireball Wizard
Fireball Barbarian Hut
Fireball Valkyrie Wizard Witch Mega Knight
Witch
Fireball Wizard Witch
Fireball Wizard Witch Mega Knight
Fireball
Fireball Wizard Witch
Fireball Goblin Hut Wizard Witch
Fireball
Fireball Wizard Mega Knight
Fireball
Giant Skeleton Mega Knight
Fireball Wizard
Fireball Goblin Hut Barbarian Hut Witch
Fireball Wizard Witch
Fireball
Fireball Valkyrie Wizard Mega Knight
Fireball Wizard
Fireball Giant Skeleton
Mega Knight
Fireball Witch Giant Skeleton
Fireball Witch
Fireball Witch Giant Skeleton Mega Knight

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