My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Witch

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 Witch Giant Skeleton 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.

Zap Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows 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.

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Arrows Valkyrie Wizard Witch Royal Giant Giant Skeleton Mega Knight

Shortest cycle

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

14 Zap Arrows Valkyrie Wizard

Attack Synergies 2 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.

Zap
Arrows Royal Giant Valkyrie Witch Giant Skeleton Mega Knight
Arrows
Zap Royal Giant Giant Skeleton Mega Knight
Royal Giant
Arrows Zap Wizard Witch Giant Skeleton
Valkyrie
Zap Wizard Witch Giant Skeleton
Wizard
Royal Giant Valkyrie Giant Skeleton Mega Knight
Witch
Zap Royal Giant Valkyrie Giant Skeleton Mega Knight
Giant Skeleton
Zap Arrows Royal Giant Valkyrie Wizard Witch
Mega Knight
Zap Arrows Wizard Witch

Defense Synergies 2 12

Zap
Mega Knight Arrows Valkyrie Witch Giant Skeleton
Arrows
Mega Knight Zap Valkyrie Giant Skeleton
Royal Giant
Valkyrie
Zap Arrows Wizard Witch
Wizard
Valkyrie Giant Skeleton Mega Knight
Witch
Zap Valkyrie Giant Skeleton Mega Knight
Giant Skeleton
Zap Arrows Wizard Witch
Mega Knight
Zap Arrows 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.

Zap Valkyrie Wizard
Zap Valkyrie Witch Mega Knight
Witch Mega Knight Valkyrie Giant Skeleton
Witch Valkyrie Mega Knight
Arrows Valkyrie Giant Skeleton Mega Knight
Arrows Zap Valkyrie Mega Knight
Zap Arrows Wizard Witch
Zap Arrows Valkyrie Giant Skeleton Mega Knight
Witch
Valkyrie Giant Skeleton Mega Knight
Valkyrie Witch Zap Arrows Wizard Giant Skeleton Mega Knight
Arrows Zap Wizard Witch
Mega Knight Zap Valkyrie Wizard Witch Giant Skeleton
Valkyrie Wizard Mega Knight Zap Arrows Witch
Mega Knight
Zap Mega Knight
Wizard Mega Knight Arrows Valkyrie Witch
Arrows Mega Knight Zap Valkyrie Wizard Witch
Zap Arrows Valkyrie Wizard Witch Giant Skeleton Mega Knight
Valkyrie Wizard Mega Knight Arrows Witch Giant Skeleton

Counters to secondary win conditions

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

Valkyrie Mega Knight Zap Witch Giant Skeleton
Zap Arrows Valkyrie Wizard Mega Knight
Giant Skeleton Mega Knight Zap Valkyrie Witch
Valkyrie Giant Skeleton Mega Knight Zap
Giant Skeleton Valkyrie Witch Mega Knight
Arrows Wizard Zap Witch
Valkyrie Witch Giant Skeleton
Giant Skeleton Mega Knight Valkyrie
Zap Giant Skeleton Mega Knight Valkyrie Witch
Witch
Mega Knight Valkyrie Witch Giant Skeleton
Mega Knight Zap Arrows Valkyrie Giant Skeleton
Giant Skeleton Mega Knight Valkyrie Wizard Witch
Wizard Valkyrie Witch Mega Knight
Witch Zap Valkyrie Giant Skeleton
Arrows Valkyrie Mega Knight Zap Wizard 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.)

Arrows Valkyrie Giant Skeleton
Arrows Zap
Arrows Giant Skeleton
Arrows Valkyrie Giant Skeleton
Wizard Zap Arrows Valkyrie Mega Knight
Arrows Wizard Zap Witch
Arrows Wizard Witch
Arrows Zap Wizard
Arrows Zap Wizard
Zap Arrows Valkyrie Wizard
Zap Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Zap Arrows Wizard Mega Knight
Zap Arrows Valkyrie Wizard Witch Mega Knight
Giant Skeleton Mega Knight
Arrows Wizard
Zap Arrows
Zap Arrows Valkyrie Wizard Witch Mega Knight
Witch
Arrows Zap Wizard Witch
Zap Arrows Wizard Witch Mega Knight
Zap Arrows
Zap Arrows Wizard Witch
Zap Wizard Witch
Zap Arrows Wizard Mega Knight
Zap Arrows
Giant Skeleton Mega Knight
Arrows Wizard
Zap Witch
Zap Arrows Wizard Witch
Arrows
Valkyrie Wizard Mega Knight
Arrows Zap Wizard
Zap Arrows Giant Skeleton
Mega Knight
Zap Witch Giant Skeleton
Zap Witch
Zap Witch Giant Skeleton Mega Knight

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