My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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!
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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Firecracker Royal Giant Valkyrie Electro Wizard Magic Archer Golden Knight

Offensive cards

Win conditions

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

Mortar 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.

Mortar Royal Giant Golden 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.

Knight Mortar Royal Giant Valkyrie 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.

Firecracker Valkyrie Electro Wizard Magic Archer Golden Knight

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 Snowball
Zap
Firecracker Mortar Royal Giant
Barbarian Barrel
Knight Firecracker Mortar Valkyrie Electro Wizard Magic Archer
The Log
Firecracker Royal Giant
Earthquake
Firecracker Mortar
Arrows
Firecracker
Royal Delivery
Knight Firecracker Valkyrie Electro Wizard Magic Archer
Fireball
Firecracker Mortar Electro Wizard Magic Archer
Poison
Firecracker Mortar Electro Wizard Magic Archer
Lightning
Knight Mortar Valkyrie Electro Wizard Magic Archer
Rocket
Mortar Valkyrie Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Mortar Valkyrie 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.

Knight Valkyrie

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.

Electro 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.

Knight Firecracker Mortar Valkyrie Electro Wizard Magic Archer Golden Knight Royal Giant

Shortest cycle

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

14 Knight Firecracker Mortar Valkyrie

Attack Synergies 4 11

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.

Knight
Firecracker Mortar Electro Wizard Magic Archer
Firecracker
Knight Royal Giant Mortar Valkyrie
Mortar
Knight Royal Giant Firecracker Golden Knight
Royal Giant
Firecracker Mortar Electro Wizard Magic Archer
Valkyrie
Firecracker Electro Wizard Magic Archer
Electro Wizard
Knight Royal Giant Valkyrie Magic Archer
Magic Archer
Knight Royal Giant Valkyrie Electro Wizard Golden Knight
Golden Knight
Mortar Magic Archer

Defense Synergies 4 9

Knight
Firecracker Electro Wizard Magic Archer Mortar
Firecracker
Knight Valkyrie Mortar Electro Wizard Golden Knight
Mortar
Knight Firecracker Valkyrie Electro Wizard
Royal Giant
Valkyrie
Firecracker Mortar Electro Wizard Magic Archer
Electro Wizard
Knight Firecracker Mortar Valkyrie Magic Archer
Magic Archer
Knight Valkyrie Electro Wizard
Golden Knight
Firecracker

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.

Knight Firecracker Mortar Valkyrie Electro Wizard Magic Archer Golden Knight
Knight Firecracker Mortar Valkyrie Electro Wizard
Mortar Knight Valkyrie Electro Wizard
Knight Firecracker Mortar Valkyrie Electro Wizard
Firecracker Valkyrie
Firecracker Valkyrie Electro Wizard Magic Archer
Electro Wizard Firecracker Mortar Magic Archer
Valkyrie Electro Wizard Magic Archer Golden Knight
Mortar
Knight Firecracker Valkyrie Electro Wizard
Valkyrie Electro Wizard Knight Firecracker Magic Archer
Firecracker Electro Wizard Magic Archer
Mortar Knight Valkyrie Electro Wizard
Valkyrie Firecracker Mortar Electro Wizard Magic Archer Golden Knight
Knight Mortar Electro Wizard
Mortar Electro Wizard
Knight Firecracker Mortar Valkyrie Electro Wizard
Mortar Valkyrie Knight Firecracker Electro Wizard Magic Archer Golden Knight
Mortar Valkyrie Knight Firecracker Electro Wizard Magic Archer
Mortar Electro Wizard
Valkyrie Knight Firecracker Electro Wizard

Counters to secondary win conditions

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

Knight Valkyrie Electro Wizard
Electro Wizard Knight Firecracker Mortar Valkyrie Magic Archer
Knight Valkyrie Electro Wizard Golden Knight
Valkyrie Knight Electro Wizard
Knight Valkyrie
Firecracker Electro Wizard Magic Archer
Knight Valkyrie Electro Wizard
Knight Valkyrie
Electro Wizard Knight Firecracker Mortar Valkyrie Magic Archer
Knight Valkyrie Golden Knight
Valkyrie Electro Wizard
Knight Valkyrie Golden Knight
Firecracker Valkyrie Magic Archer
Electro Wizard Knight Firecracker Mortar Valkyrie Magic Archer Golden Knight
Valkyrie Firecracker Electro Wizard Magic Archer Golden Knight
Mortar Electro 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.)

Magic Archer Knight Firecracker Mortar Valkyrie Golden Knight
Firecracker Mortar Electro Wizard Magic Archer Golden Knight
Magic Archer
Knight Firecracker Valkyrie
Firecracker Mortar Valkyrie Magic Archer
Firecracker Magic Archer
Firecracker Mortar Magic Archer
Firecracker Magic Archer
Firecracker Mortar Golden Knight
Electro Wizard
Firecracker Knight Mortar Valkyrie Electro Wizard Magic Archer Golden Knight
Firecracker Magic Archer
Knight Firecracker Mortar Magic Archer Golden Knight
Firecracker Mortar Magic Archer
Firecracker Mortar Magic Archer
Firecracker Mortar Magic Archer Golden Knight
Magic Archer Firecracker Mortar
Mortar
Firecracker Mortar Electro Wizard Magic Archer
Firecracker Mortar Valkyrie Magic Archer Golden Knight
Magic Archer
Mortar
Firecracker Mortar Valkyrie Magic Archer
Firecracker Mortar Electro Wizard Magic Archer Golden Knight
Mortar Magic Archer Golden Knight
Firecracker Mortar Magic Archer Golden Knight
Firecracker Electro Wizard Magic Archer
Electro Wizard Firecracker
Mortar Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Magic Archer
Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Knight Firecracker Valkyrie Electro Wizard Magic Archer
Firecracker Mortar Magic Archer
Firecracker
Firecracker Electro Wizard Magic Archer Golden Knight
Firecracker Electro Wizard Magic Archer
Firecracker Mortar Electro Wizard Magic Archer Golden Knight
Firecracker Mortar

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