My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Goblin Gang Wizard

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.

Bats Royal Giant Valkyrie Wizard 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

Punishments

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

Goblin Gang 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.

Fire Spirit Goblin Gang Royal Giant Valkyrie 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

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
Bats Goblin Gang Royal Giant
Giant Snowball
Fire Spirit Bats Goblin Gang
Zap
Fire Spirit Bats Goblin Gang Royal Giant
Barbarian Barrel
Fire Spirit Goblin Gang Valkyrie Wizard
The Log
Fire Spirit Goblin Gang Royal Giant
Earthquake
Goblin Gang
Arrows
Fire Spirit Bats Goblin Gang
Royal Delivery
Fire Spirit Bats Goblin Gang Valkyrie Wizard
Fireball
Goblin Gang Wizard
Poison
Bats Goblin Gang Wizard
Lightning
Valkyrie Wizard
Rocket
Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Valkyrie Wizard 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.

Fire Spirit Bats Valkyrie 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.

Fire Spirit Goblin Gang 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Goblin Gang Valkyrie Wizard Royal Giant Mega Knight

Shortest cycle

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

8 Fire Spirit Bats Zap Goblin Gang

Attack Synergies 5 10

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.

Fire Spirit
Royal Giant Valkyrie Zap
Bats
Royal Giant Valkyrie Mega Knight Zap
Zap
Fire Spirit Bats Royal Giant Valkyrie Mega Knight
Goblin Gang
Royal Giant Valkyrie
Royal Giant
Fire Spirit Bats Zap Goblin Gang Wizard
Valkyrie
Fire Spirit Bats Zap Goblin Gang Wizard
Wizard
Royal Giant Valkyrie Mega Knight
Mega Knight
Bats Zap Wizard

Defense Synergies 1 10

Fire Spirit
Zap Valkyrie
Bats
Zap Valkyrie Mega Knight
Zap
Mega Knight Fire Spirit Bats Goblin Gang Valkyrie
Goblin Gang
Zap Valkyrie
Royal Giant
Valkyrie
Fire Spirit Bats Zap Goblin Gang Wizard
Wizard
Valkyrie Mega Knight
Mega Knight
Zap Bats Wizard

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
Bats Zap Goblin Gang Valkyrie Mega Knight
Goblin Gang Mega Knight Fire Spirit Bats Valkyrie
Bats Goblin Gang Valkyrie Mega Knight
Valkyrie Mega Knight
Goblin Gang Fire Spirit Bats Zap Valkyrie Mega Knight
Bats Fire Spirit Zap Goblin Gang Wizard
Zap Valkyrie Mega Knight
Goblin Gang
Goblin Gang Fire Spirit Valkyrie Mega Knight
Bats Goblin Gang Valkyrie Zap Wizard Mega Knight
Bats Zap Goblin Gang Wizard
Mega Knight Fire Spirit Bats Zap Goblin Gang Valkyrie Wizard
Fire Spirit Valkyrie Wizard Mega Knight Bats Zap Goblin Gang
Goblin Gang Mega Knight
Zap Goblin Gang Mega Knight
Wizard Mega Knight Bats Goblin Gang Valkyrie
Fire Spirit Mega Knight Bats Zap Goblin Gang Valkyrie Wizard
Zap Valkyrie Wizard Fire Spirit Bats Mega Knight
Goblin Gang Valkyrie Wizard Mega Knight Fire Spirit Bats

Counters to secondary win conditions

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

Goblin Gang Valkyrie Mega Knight Zap
Zap Goblin Gang Valkyrie Wizard Mega Knight
Goblin Gang Mega Knight Bats Zap Valkyrie
Goblin Gang Valkyrie Mega Knight Bats Zap
Goblin Gang Valkyrie Mega Knight
Fire Spirit Wizard Bats Zap Goblin Gang
Goblin Gang Bats Valkyrie
Mega Knight Valkyrie
Zap Mega Knight Bats Valkyrie
Goblin Gang
Mega Knight Bats Valkyrie
Mega Knight Zap Valkyrie
Mega Knight Goblin Gang Valkyrie Wizard
Wizard Valkyrie Mega Knight
Goblin Gang Bats Zap Valkyrie
Bats Valkyrie Mega Knight Zap Wizard

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.)

Valkyrie
Zap
Valkyrie
Wizard Fire Spirit Zap Valkyrie Mega Knight
Wizard Fire Spirit Bats Zap
Fire Spirit Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Bats Goblin Gang
Zap Valkyrie Wizard
Fire Spirit Zap Wizard
Fire Spirit
Zap
Zap Wizard
Wizard Mega Knight
Bats
Fire Spirit Zap Wizard Mega Knight
Fire Spirit Zap Valkyrie Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Fire Spirit Valkyrie Wizard Mega Knight
Zap Wizard
Zap Wizard Mega Knight
Zap
Fire Spirit Bats Zap Wizard
Zap Bats Wizard
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Fire Spirit Bats Goblin Gang
Fire Spirit Zap Wizard
Goblin Gang Valkyrie Wizard Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Bats Goblin Gang
Bats Zap
Zap Mega Knight

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