My Best Clash Royale Deck

Deck Check Rating

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

4 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Valkyrie Baby Dragon Rune Giant Mega Knight

Offensive cards

Win conditions

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

Wall Breakers Rune Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Tornado The Log

Punishments

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

Wall Breakers 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.

Valkyrie Wall Breakers Baby Dragon Rune Giant 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
Wall Breakers
Giant Snowball
Wall Breakers Baby Dragon
Zap
Wall Breakers
Barbarian Barrel
Valkyrie Wall Breakers
The Log
Wall Breakers
Earthquake
Arrows
Wall Breakers
Royal Delivery
Valkyrie Wall Breakers Baby Dragon
Fireball
Wall Breakers Baby Dragon
Poison
Lightning
Valkyrie Baby Dragon
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Tornado Baby Dragon The Log 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 Tornado Baby Dragon Rune Giant Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Berserker Wall Breakers The Log Tornado Valkyrie Baby Dragon Rune Giant Mega Knight

Shortest cycle

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

9 Berserker Wall Breakers The Log Tornado

Attack Synergies 3 9

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.

Berserker
Rune Giant
Valkyrie
Wall Breakers Tornado Baby Dragon
Wall Breakers
Valkyrie Baby Dragon The Log Mega Knight
Tornado
Baby Dragon Valkyrie The Log Mega Knight
Baby Dragon
Tornado Valkyrie Wall Breakers Mega Knight
Rune Giant
Berserker
The Log
Wall Breakers Tornado Mega Knight
Mega Knight
Wall Breakers Tornado Baby Dragon The Log

Defense Synergies 0 9

Berserker
Valkyrie
Tornado Baby Dragon The Log
Wall Breakers
Tornado
Valkyrie Baby Dragon The Log Mega Knight
Baby Dragon
Valkyrie Tornado The Log Mega Knight
Rune Giant
The Log
Valkyrie Tornado Baby Dragon Mega Knight
Mega Knight
Tornado Baby Dragon The Log

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.

Valkyrie Baby Dragon The Log
Valkyrie The Log Mega Knight
Tornado Mega Knight Valkyrie
Valkyrie Mega Knight
Valkyrie Tornado The Log Mega Knight
Tornado The Log Valkyrie Baby Dragon Mega Knight
Tornado Baby Dragon
Valkyrie Baby Dragon The Log Mega Knight
Tornado
Tornado Valkyrie Mega Knight
Berserker Valkyrie Tornado Baby Dragon The Log Mega Knight
Tornado Baby Dragon
Mega Knight Valkyrie The Log
Valkyrie Mega Knight Tornado Baby Dragon The Log
Mega Knight
Tornado The Log Mega Knight
Mega Knight Valkyrie Tornado
Valkyrie Mega Knight Tornado Baby Dragon The Log
Valkyrie Tornado Baby Dragon The Log Mega Knight
Tornado
Valkyrie Mega Knight Baby Dragon The Log

Counters to secondary win conditions

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

Valkyrie Mega Knight
Valkyrie Baby Dragon The Log Mega Knight
Mega Knight Valkyrie The Log
Valkyrie Mega Knight Tornado The Log
Valkyrie Mega Knight
Tornado Baby Dragon
Valkyrie
Mega Knight Valkyrie
Mega Knight Valkyrie Tornado Baby Dragon The Log
Mega Knight Valkyrie
Mega Knight Valkyrie Tornado The Log
Mega Knight Valkyrie
Valkyrie Baby Dragon Mega Knight
Valkyrie Tornado Baby Dragon The Log
Valkyrie Mega Knight Baby Dragon The Log

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 Baby Dragon The Log
Tornado Baby Dragon The Log
Baby Dragon The Log
Valkyrie The Log
Valkyrie Baby Dragon The Log Mega Knight
Tornado Baby Dragon
Tornado Baby Dragon The Log
The Log Tornado Baby Dragon
The Log Tornado
Tornado
Valkyrie Tornado The Log
Tornado Baby Dragon
Baby Dragon The Log
Baby Dragon
Baby Dragon The Log
Baby Dragon The Log
Baby Dragon The Log Mega Knight
Tornado
Baby Dragon The Log Mega Knight
Valkyrie Tornado Baby Dragon The Log Mega Knight
Baby Dragon The Log Mega Knight
Tornado
Tornado The Log
Baby Dragon The Log
Tornado The Log Valkyrie Baby Dragon Mega Knight
The Log Tornado Baby Dragon
Tornado Baby Dragon The Log Mega Knight
Tornado Baby Dragon The Log
Tornado Baby Dragon
The Log Mega Knight
Mega Knight
The Log
Tornado Baby Dragon
The Log
Valkyrie Baby Dragon Mega Knight
The Log Baby Dragon
Tornado
Mega Knight
Tornado Baby Dragon The Log
Tornado
Tornado Baby Dragon The Log Mega Knight
Mega Knight

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