My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Prince Mega Knight Golden 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.

Fireball

Punishments

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

Royal Giant Prince Mega Knight Golden Knight

Pump responses

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

Fireball

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Bats Valkyrie Prince 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 Fireball

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.

Fireball 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.

Bats Fireball Valkyrie Golden Knight Wizard Prince Royal Giant Mega Knight

Shortest cycle

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

14 Bats Fireball Valkyrie Golden Knight

Attack Synergies 6 7

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.

Bats
Royal Giant Valkyrie Mega Knight Prince
Royal Giant
Bats Fireball Wizard
Fireball
Royal Giant Mega Knight Golden Knight
Valkyrie
Bats Prince Wizard
Wizard
Royal Giant Valkyrie Prince Mega Knight
Prince
Valkyrie Mega Knight Bats Wizard
Mega Knight
Bats Prince Fireball Wizard
Golden Knight
Fireball

Defense Synergies 0 12

Bats
Valkyrie Prince Mega Knight Golden Knight
Royal Giant
Fireball
Valkyrie Mega Knight Golden Knight
Valkyrie
Bats Fireball Wizard Prince
Wizard
Valkyrie Prince Mega Knight Golden Knight
Prince
Bats Valkyrie Wizard
Mega Knight
Bats Fireball Wizard
Golden Knight
Bats Fireball 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.

Fireball Valkyrie Wizard Golden Knight
Bats Valkyrie Prince Mega Knight
Prince Mega Knight Bats Valkyrie
Prince Bats Valkyrie Mega Knight
Fireball Valkyrie Prince Mega Knight
Fireball Bats Valkyrie Mega Knight
Bats Fireball Wizard
Fireball Valkyrie Mega Knight Golden Knight
Prince
Valkyrie Prince Mega Knight
Bats Valkyrie Fireball Wizard Mega Knight
Bats Fireball Wizard
Prince Mega Knight Bats Fireball Valkyrie Wizard
Fireball Valkyrie Wizard Mega Knight Bats Prince Golden Knight
Prince Mega Knight
Fireball Prince Mega Knight
Wizard Mega Knight Bats Fireball Valkyrie Prince
Fireball Mega Knight Bats Valkyrie Wizard Prince Golden Knight
Valkyrie Wizard Bats Fireball Mega Knight
Prince
Valkyrie Wizard Mega Knight Bats Fireball Prince

Counters to secondary win conditions

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

Valkyrie Mega Knight Fireball Prince
Fireball Valkyrie Wizard Prince Mega Knight
Mega Knight Bats Valkyrie Prince Golden Knight
Valkyrie Prince Mega Knight Bats Fireball
Valkyrie Prince Mega Knight
Fireball Wizard Bats
Prince Bats Fireball Valkyrie
Mega Knight Valkyrie Prince
Mega Knight Bats Fireball Valkyrie Prince
Mega Knight Bats Valkyrie Prince Golden Knight
Mega Knight Fireball Valkyrie Prince
Prince Mega Knight Fireball Valkyrie Wizard Golden Knight
Wizard Fireball Valkyrie Mega Knight
Bats Fireball Valkyrie Prince Golden Knight
Bats Valkyrie Mega Knight Fireball Wizard Golden Knight
Fireball

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.)

Fireball Valkyrie Golden Knight
Fireball Golden Knight
Fireball
Fireball Valkyrie Prince
Fireball Wizard Valkyrie Mega Knight
Fireball Wizard Bats
Wizard
Fireball Wizard
Fireball Wizard Golden Knight
Bats Fireball Prince
Fireball Valkyrie Wizard Prince Golden Knight
Fireball Wizard
Fireball Golden Knight
Fireball
Fireball Prince
Fireball Wizard Golden Knight
Fireball Wizard Mega Knight
Fireball
Bats
Fireball Wizard Prince Mega Knight
Fireball Valkyrie Wizard Mega Knight Golden Knight
Fireball Prince Mega Knight
Fireball Wizard
Prince
Fireball
Fireball Valkyrie Wizard Mega Knight
Fireball Wizard Golden Knight
Fireball Wizard Prince Mega Knight Golden Knight
Fireball Golden Knight
Bats Fireball Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard Mega Knight
Fireball
Prince Mega Knight
Fireball Wizard
Bats Fireball Prince
Fireball Wizard
Fireball
Fireball Valkyrie Wizard Prince Mega Knight
Fireball Wizard
Fireball
Prince Mega Knight
Bats Fireball Golden Knight
Bats Fireball
Fireball Prince Mega Knight Golden Knight
Prince
Fireball Wizard Mega Knight

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