My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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!
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!
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.

Minion Horde Wizard Baby Dragon Inferno Dragon Magic Archer

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.

Royal Giant Valkyrie Wizard Baby Dragon Royal Ghost Inferno Dragon Magic Archer

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 Royal Ghost

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.

Minion Horde Royal Giant Valkyrie Baby Dragon Royal Ghost Magic Archer

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 Royal Ghost Magic Archer

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
Minion Horde Royal Giant Inferno Dragon
Giant Snowball
Minion Horde Baby Dragon Inferno Dragon
Zap
Minion Horde Royal Giant Inferno Dragon
Barbarian Barrel
Valkyrie Wizard Royal Ghost Magic Archer
The Log
Royal Giant
Earthquake
Arrows
Minion Horde
Royal Delivery
Minion Horde Valkyrie Wizard Baby Dragon Royal Ghost Inferno Dragon Magic Archer
Fireball
Minion Horde Wizard Baby Dragon Inferno Dragon Magic Archer
Poison
Minion Horde Wizard Magic Archer
Lightning
Valkyrie Wizard Baby Dragon Inferno Dragon Magic Archer
Rocket
Minion Horde Valkyrie Wizard Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Baby Dragon Royal Ghost Magic Archer

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 Baby Dragon Royal Ghost Inferno Dragon

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

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.

Minion Horde 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.

Royal Ghost Valkyrie Baby Dragon Inferno Dragon Magic Archer Minion Horde Wizard Royal Giant

Shortest cycle

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

15 Royal Ghost Valkyrie Baby Dragon Inferno Dragon

Attack Synergies 0 12

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.

Minion Horde
Royal Giant
Royal Giant
Minion Horde Wizard Baby Dragon Royal Ghost Magic Archer
Valkyrie
Wizard Baby Dragon Royal Ghost Magic Archer
Wizard
Royal Giant Valkyrie Royal Ghost
Baby Dragon
Royal Giant Valkyrie Inferno Dragon
Royal Ghost
Royal Giant Valkyrie Wizard Magic Archer
Inferno Dragon
Baby Dragon
Magic Archer
Royal Giant Valkyrie Royal Ghost

Defense Synergies 0 5

Minion Horde
Royal Giant
Valkyrie
Wizard Baby Dragon Magic Archer
Wizard
Valkyrie Royal Ghost
Baby Dragon
Valkyrie Inferno Dragon
Royal Ghost
Wizard
Inferno Dragon
Baby Dragon
Magic Archer
Valkyrie

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.

Minion Horde Valkyrie Wizard Baby Dragon Magic Archer
Minion Horde Inferno Dragon Valkyrie
Minion Horde Valkyrie Inferno Dragon
Minion Horde Inferno Dragon Valkyrie
Valkyrie
Valkyrie Baby Dragon Royal Ghost Magic Archer
Minion Horde Inferno Dragon Wizard Baby Dragon Magic Archer
Valkyrie Baby Dragon Magic Archer
Minion Horde Inferno Dragon
Minion Horde Valkyrie Royal Ghost
Minion Horde Valkyrie Wizard Baby Dragon Royal Ghost Magic Archer
Minion Horde Inferno Dragon Wizard Baby Dragon Magic Archer
Minion Horde Valkyrie Wizard
Valkyrie Wizard Minion Horde Baby Dragon Royal Ghost Magic Archer
Inferno Dragon Minion Horde
Minion Horde Inferno Dragon
Minion Horde Wizard Valkyrie
Minion Horde Valkyrie Wizard Baby Dragon Royal Ghost Magic Archer
Valkyrie Wizard Baby Dragon Royal Ghost Inferno Dragon Magic Archer
Inferno Dragon
Valkyrie Wizard Royal Ghost Minion Horde Baby Dragon

Counters to secondary win conditions

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

Valkyrie Royal Ghost
Valkyrie Wizard Baby Dragon Royal Ghost Inferno Dragon Magic Archer
Minion Horde Valkyrie
Valkyrie Minion Horde
Minion Horde Valkyrie Inferno Dragon
Wizard Minion Horde Baby Dragon Magic Archer
Minion Horde Valkyrie
Minion Horde Valkyrie Inferno Dragon
Minion Horde Valkyrie Baby Dragon Inferno Dragon Magic Archer
Minion Horde Inferno Dragon
Inferno Dragon Minion Horde Valkyrie
Valkyrie
Minion Horde Valkyrie Wizard
Wizard Minion Horde Valkyrie Baby Dragon Magic Archer
Minion Horde Valkyrie Baby Dragon Inferno Dragon Magic Archer
Valkyrie Minion Horde Wizard Baby Dragon Royal Ghost Inferno Dragon Magic Archer

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.)

Magic Archer Minion Horde Valkyrie Baby Dragon Royal Ghost
Baby Dragon Royal Ghost Magic Archer
Minion Horde Baby Dragon Magic Archer
Valkyrie
Wizard Minion Horde Valkyrie Baby Dragon Magic Archer
Wizard Minion Horde Baby Dragon Magic Archer
Minion Horde Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Wizard
Minion Horde
Minion Horde Valkyrie Wizard Magic Archer
Wizard Baby Dragon Magic Archer
Baby Dragon Magic Archer
Minion Horde Baby Dragon Magic Archer
Baby Dragon Magic Archer
Minion Horde Wizard Baby Dragon Magic Archer
Magic Archer Minion Horde Wizard Baby Dragon
Minion Horde
Wizard Baby Dragon Magic Archer
Valkyrie Wizard Baby Dragon Magic Archer
Minion Horde Baby Dragon Magic Archer
Wizard
Minion Horde Baby Dragon
Valkyrie Wizard Baby Dragon Magic Archer
Minion Horde Inferno Dragon
Wizard Baby Dragon Royal Ghost Magic Archer
Wizard Baby Dragon Magic Archer
Baby Dragon Magic Archer
Minion Horde Wizard Baby Dragon Magic Archer
Minion Horde Wizard
Minion Horde
Minion Horde Wizard Magic Archer
Minion Horde Magic Archer
Minion Horde
Wizard Magic Archer
Minion Horde Magic Archer
Wizard Baby Dragon Magic Archer
Minion Horde Valkyrie Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Minion Horde
Minion Horde Baby Dragon Magic Archer
Magic Archer
Baby Dragon Royal Ghost Magic Archer

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