My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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!
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.

Electro Wizard Magic Archer

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.

Knight Valkyrie Rune Giant Electro Wizard Magic Archer Mega Knight

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Void

Punishments

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

Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Valkyrie Rune Giant Magic Archer 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 Electro Wizard Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Magic Archer 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.

Knight Valkyrie Guards Rune Giant Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Guards Void Valkyrie Rune Giant Electro Wizard Magic Archer Mega Knight

Shortest cycle

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

13 Knight Guards Void Valkyrie

Attack Synergies 0 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.

Knight
Electro Wizard Magic Archer
Valkyrie
Electro Wizard Magic Archer
Guards
Void
Rune Giant
Electro Wizard Magic Archer
Electro Wizard
Knight Valkyrie Rune Giant Magic Archer Mega Knight
Magic Archer
Knight Valkyrie Rune Giant Electro Wizard Mega Knight
Mega Knight
Electro Wizard Magic Archer

Defense Synergies 2 7

Knight
Electro Wizard Magic Archer
Valkyrie
Electro Wizard Magic Archer
Guards
Electro Wizard Magic Archer
Void
Rune Giant
Electro Wizard
Knight Valkyrie Guards Magic Archer Mega Knight
Magic Archer
Knight Valkyrie Guards Electro Wizard Mega Knight
Mega Knight
Electro Wizard Magic Archer

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 Valkyrie Void Electro Wizard Magic Archer
Knight Valkyrie Electro Wizard Mega Knight
Mega Knight Knight Valkyrie Void Electro Wizard
Knight Valkyrie Guards Electro Wizard Mega Knight
Valkyrie Mega Knight
Valkyrie Guards Electro Wizard Magic Archer Mega Knight
Electro Wizard Void Magic Archer
Valkyrie Void Electro Wizard Magic Archer Mega Knight
Knight Guards Valkyrie Electro Wizard Mega Knight
Valkyrie Guards Electro Wizard Knight Magic Archer Mega Knight
Electro Wizard Magic Archer
Mega Knight Knight Valkyrie Guards Electro Wizard
Valkyrie Mega Knight Guards Electro Wizard Magic Archer
Knight Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Knight Valkyrie Electro Wizard
Valkyrie Mega Knight Knight Guards Electro Wizard Magic Archer
Valkyrie Knight Guards Electro Wizard Magic Archer Mega Knight
Electro Wizard
Valkyrie Mega Knight Knight Guards Electro Wizard
Guards

Counters to secondary win conditions

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

Knight Valkyrie Guards Mega Knight Void Electro Wizard
Void Electro Wizard Knight Valkyrie Magic Archer Mega Knight
Guards Mega Knight Knight Valkyrie Electro Wizard
Valkyrie Guards Mega Knight Knight Electro Wizard
Knight Valkyrie Guards Mega Knight
Electro Wizard Magic Archer
Guards Knight Valkyrie Void Electro Wizard
Mega Knight Knight Valkyrie
Void Electro Wizard Mega Knight Knight Valkyrie Magic Archer
Guards
Mega Knight Knight Valkyrie Guards
Mega Knight Valkyrie Guards Void Electro Wizard
Mega Knight Knight Valkyrie Guards
Valkyrie Magic Archer Mega Knight
Guards Electro Wizard Knight Valkyrie Magic Archer
Valkyrie Mega Knight Electro Wizard Magic Archer
Void 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.)

Void Magic Archer Knight Valkyrie Guards
Void Electro Wizard Magic Archer
Void Magic Archer
Knight Valkyrie Guards Void
Valkyrie Magic Archer Mega Knight
Magic Archer
Magic Archer
Magic Archer
Void
Guards Void Electro Wizard
Void Knight Valkyrie Electro Wizard Magic Archer
Void Magic Archer
Knight Void Magic Archer
Void Magic Archer
Magic Archer
Magic Archer
Magic Archer Mega Knight
Void Electro Wizard Magic Archer Mega Knight
Valkyrie Void Magic Archer Mega Knight
Void Magic Archer Mega Knight
Void
Void
Void
Valkyrie Magic Archer Mega Knight
Void Electro Wizard Magic Archer
Void Magic Archer Mega Knight
Void Magic Archer
Void Electro Wizard Magic Archer
Electro Wizard Guards Void
Void
Void Magic Archer Mega Knight
Void Electro Wizard Magic Archer
Mega Knight
Magic Archer
Electro Wizard Guards Void Magic Archer
Electro Wizard Magic Archer
Void Knight Valkyrie Electro Wizard Magic Archer Mega Knight
Magic Archer
Void
Mega Knight
Guards Electro Wizard Magic Archer
Void Electro Wizard Magic Archer
Void Electro Wizard Magic Archer Mega Knight
Void Mega Knight
Void

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