My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

Defensive buildings

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

Cannon

Investments

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

Skeletons Valkyrie Balloon Electro Wizard Lumberjack Mega Knight

Offensive cards

Win conditions

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

Balloon

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.

Balloon Lumberjack 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 Balloon Lumberjack 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 Balloon Electro Wizard Lumberjack

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
Skeletons Balloon
Giant Snowball
Skeletons Cannon Balloon Lumberjack
Zap
Skeletons Cannon Balloon
Barbarian Barrel
Skeletons Cannon Valkyrie Electro Wizard Lumberjack
The Log
Skeletons Cannon Lumberjack
Earthquake
Skeletons Cannon
Arrows
Skeletons
Royal Delivery
Skeletons Valkyrie Balloon Electro Wizard Lumberjack
Fireball
Cannon Balloon Electro Wizard Lumberjack
Poison
Cannon Balloon Electro Wizard
Lightning
Cannon Valkyrie Balloon Electro Wizard Lumberjack
Rocket
Valkyrie Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Cannon Valkyrie Electro Wizard Lumberjack Balloon Mega Knight

Shortest cycle

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

10 Skeletons Zap Cannon Valkyrie

Attack Synergies 5 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.

Skeletons
Zap
Balloon Electro Wizard Valkyrie Lumberjack Mega Knight
Cannon
Valkyrie
Balloon Lumberjack Zap Electro Wizard
Balloon
Zap Valkyrie Lumberjack Electro Wizard Mega Knight
Electro Wizard
Zap Valkyrie Balloon Lumberjack Mega Knight
Lumberjack
Valkyrie Balloon Zap Electro Wizard Mega Knight
Mega Knight
Zap Balloon Electro Wizard Lumberjack

Defense Synergies 4 12

Skeletons
Cannon Zap Electro Wizard Lumberjack
Zap
Cannon Electro Wizard Mega Knight Skeletons Valkyrie Lumberjack
Cannon
Skeletons Zap Valkyrie Electro Wizard Lumberjack
Valkyrie
Zap Cannon Electro Wizard Lumberjack
Balloon
Electro Wizard
Zap Skeletons Cannon Valkyrie Lumberjack Mega Knight
Lumberjack
Skeletons Zap Cannon Valkyrie Electro Wizard
Mega Knight
Zap Electro 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 Cannon Valkyrie Electro Wizard
Lumberjack Skeletons Zap Cannon Valkyrie Electro Wizard Mega Knight
Cannon Lumberjack Mega Knight Skeletons Valkyrie Electro Wizard
Cannon Lumberjack Skeletons Valkyrie Electro Wizard Mega Knight
Valkyrie Lumberjack Mega Knight
Skeletons Zap Cannon Valkyrie Electro Wizard Lumberjack Mega Knight
Electro Wizard Zap Cannon
Zap Cannon Valkyrie Electro Wizard Mega Knight
Cannon Skeletons Lumberjack
Skeletons Cannon Valkyrie Electro Wizard Lumberjack Mega Knight
Valkyrie Electro Wizard Skeletons Zap Cannon Lumberjack Mega Knight
Zap Electro Wizard
Cannon Lumberjack Mega Knight Skeletons Zap Valkyrie Electro Wizard
Valkyrie Mega Knight Zap Cannon Electro Wizard Lumberjack
Cannon Electro Wizard Lumberjack Mega Knight
Zap Cannon Electro Wizard Lumberjack Mega Knight
Mega Knight Skeletons Cannon Valkyrie Electro Wizard Lumberjack
Cannon Valkyrie Mega Knight Zap Electro Wizard Lumberjack
Zap Valkyrie Cannon Electro Wizard Lumberjack Mega Knight
Cannon Electro Wizard Lumberjack
Valkyrie Mega Knight Cannon Electro Wizard Lumberjack
Cannon Lumberjack

Counters to secondary win conditions

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

Valkyrie Lumberjack Mega Knight Skeletons Zap Electro Wizard
Electro Wizard Zap Valkyrie Lumberjack Mega Knight
Lumberjack Mega Knight Skeletons Zap Valkyrie Electro Wizard
Valkyrie Lumberjack Mega Knight Zap Electro Wizard
Skeletons Cannon Valkyrie Lumberjack Mega Knight
Skeletons Zap Electro Wizard
Skeletons Valkyrie Electro Wizard Lumberjack
Mega Knight Valkyrie Lumberjack
Zap Electro Wizard Mega Knight Skeletons Valkyrie
Skeletons Cannon
Mega Knight Valkyrie Lumberjack
Mega Knight Zap Valkyrie Electro Wizard
Mega Knight Skeletons Cannon Valkyrie Lumberjack
Cannon Valkyrie Mega Knight
Electro Wizard Skeletons Zap Valkyrie Lumberjack
Valkyrie Mega Knight Zap Cannon Electro Wizard
Zap Cannon 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.)

Valkyrie
Zap Electro Wizard
Valkyrie
Zap Valkyrie Mega Knight
Zap
Zap
Zap
Electro Wizard Lumberjack
Zap Valkyrie Electro Wizard
Zap
Zap
Zap
Mega Knight
Zap Electro Wizard Mega Knight
Zap Valkyrie Mega Knight
Mega Knight
Zap
Zap Valkyrie Mega Knight
Zap Electro Wizard
Zap Mega Knight
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard
Zap Electro Wizard
Valkyrie Electro Wizard Lumberjack Mega Knight
Zap
Zap
Mega Knight
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight
Mega Knight

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