My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

Wizard Baby Dragon

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 Mega Knight

Offensive cards

Win conditions

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

Royal Giant Hog Rider

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.

Royal Giant Hog Rider 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.

Royal Giant Valkyrie Hog Rider Baby Dragon 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 Hog Rider

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
Royal Giant Hog Rider Skeleton Army
Giant Snowball
Hog Rider Skeleton Army Baby Dragon
Zap
Royal Giant Skeleton Army
Barbarian Barrel
Valkyrie Wizard Skeleton Army
The Log
Royal Giant Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Valkyrie Hog Rider Wizard Skeleton Army Baby Dragon
Fireball
Hog Rider Wizard Skeleton Army Baby Dragon
Poison
Wizard Skeleton Army
Lightning
Valkyrie Wizard Baby Dragon
Rocket
Valkyrie Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Wizard Baby Dragon Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Baby Dragon 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 Fireball Skeleton Army

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.

Skeleton Army Fireball Valkyrie Hog Rider Baby Dragon Wizard Royal Giant Mega Knight

Shortest cycle

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

15 Skeleton Army Fireball Valkyrie Hog Rider

Attack Synergies 3 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.

Royal Giant
Fireball Hog Rider Wizard Baby Dragon
Fireball
Royal Giant Hog Rider Baby Dragon Mega Knight
Valkyrie
Hog Rider Wizard Baby Dragon
Hog Rider
Fireball Valkyrie Royal Giant Wizard Baby Dragon Mega Knight
Wizard
Royal Giant Valkyrie Hog Rider Mega Knight
Skeleton Army
Baby Dragon
Royal Giant Fireball Valkyrie Hog Rider Mega Knight
Mega Knight
Fireball Hog Rider Wizard Baby Dragon

Defense Synergies 0 7

Royal Giant
Fireball
Valkyrie Mega Knight
Valkyrie
Fireball Wizard Baby Dragon
Hog Rider
Wizard
Valkyrie Skeleton Army Mega Knight
Skeleton Army
Wizard
Baby Dragon
Valkyrie Mega Knight
Mega Knight
Fireball Wizard Baby Dragon

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 Wizard Baby Dragon
Skeleton Army Valkyrie Mega Knight
Skeleton Army Mega Knight Valkyrie
Skeleton Army Valkyrie Mega Knight
Fireball Valkyrie Skeleton Army Mega Knight
Fireball Skeleton Army Valkyrie Baby Dragon Mega Knight
Fireball Wizard Baby Dragon
Fireball Valkyrie Baby Dragon Mega Knight
Skeleton Army
Skeleton Army Valkyrie Mega Knight
Valkyrie Skeleton Army Fireball Wizard Baby Dragon Mega Knight
Fireball Wizard Baby Dragon
Skeleton Army Mega Knight Fireball Valkyrie Wizard
Fireball Valkyrie Wizard Skeleton Army Mega Knight Baby Dragon
Skeleton Army Mega Knight
Skeleton Army Fireball Mega Knight
Wizard Mega Knight Fireball Valkyrie Skeleton Army
Fireball Mega Knight Valkyrie Wizard Skeleton Army Baby Dragon
Valkyrie Wizard Baby Dragon Fireball Mega Knight
Valkyrie Wizard Skeleton Army Mega Knight Fireball Baby Dragon

Counters to secondary win conditions

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

Valkyrie Skeleton Army Mega Knight Fireball
Fireball Valkyrie Wizard Baby Dragon Mega Knight
Skeleton Army Mega Knight Valkyrie
Valkyrie Skeleton Army Mega Knight Fireball
Valkyrie Skeleton Army Mega Knight
Fireball Wizard Baby Dragon
Skeleton Army Fireball Valkyrie
Mega Knight Valkyrie Skeleton Army
Mega Knight Fireball Valkyrie Skeleton Army Baby Dragon
Skeleton Army
Mega Knight Valkyrie
Skeleton Army Mega Knight Fireball Valkyrie
Skeleton Army Mega Knight Fireball Valkyrie Wizard
Wizard Fireball Valkyrie Skeleton Army Baby Dragon Mega Knight
Skeleton Army Fireball Valkyrie Baby Dragon
Valkyrie Mega Knight Fireball Wizard Baby Dragon

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 Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Valkyrie
Fireball Wizard Valkyrie Baby Dragon Mega Knight
Fireball Wizard Baby Dragon
Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard
Fireball
Fireball Valkyrie Wizard
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon Mega Knight
Fireball
Fireball Wizard Baby Dragon Mega Knight
Fireball Valkyrie Wizard Baby Dragon Mega Knight
Fireball Baby Dragon Mega Knight
Fireball Wizard
Fireball Baby Dragon
Fireball Valkyrie Wizard Baby Dragon Mega Knight
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon Mega Knight
Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard
Fireball
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Fireball Skeleton Army
Fireball Wizard Baby Dragon
Fireball
Fireball Valkyrie Wizard Baby Dragon Mega Knight
Fireball Wizard Baby Dragon
Fireball
Mega Knight
Fireball Baby Dragon
Fireball
Fireball Baby Dragon Mega Knight

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