My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!
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.

Witch

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.

Elixir Golem Valkyrie Witch Mega Knight Boss Bandit

Offensive cards

Win conditions

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

Elixir Golem Hog Rider

Damage spells

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

Poison

Punishments

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

Elixir Golem Hog Rider Mega Knight

Pump responses

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

Poison

Dropped at the bridge

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

Elixir Golem Valkyrie Hog Rider Mega Knight Boss Bandit

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 Hog Rider Boss Bandit

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
Elixir Golem Hog Rider
Giant Snowball
Hog Rider Witch
Zap
Witch
Barbarian Barrel
Elixir Golem Valkyrie Witch
The Log
Elixir Golem Hog Rider Witch
Earthquake
Elixir Golem Hog Rider Witch
Arrows
Witch
Royal Delivery
Elixir Golem Valkyrie Hog Rider Witch Boss Bandit
Fireball
Elixir Golem Hog Rider Witch Boss Bandit
Poison
Elixir Golem Witch Boss Bandit
Lightning
Valkyrie Witch Boss Bandit
Rocket
Valkyrie Hog Rider Witch Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Poison Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Poison 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.

Elixir Golem Valkyrie Poison Mega Knight Boss Bandit

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.

Witch

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.

Mirror Elixir Golem Valkyrie Hog Rider Poison Witch Boss Bandit Mega Knight

Shortest cycle

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

11 Mirror Elixir Golem Valkyrie Hog Rider

Attack Synergies 2 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.

Elixir Golem
Poison Hog Rider Mirror Witch
Valkyrie
Hog Rider Witch
Hog Rider
Valkyrie Elixir Golem Mirror Poison Witch Mega Knight
Mirror
Elixir Golem Hog Rider Poison
Poison
Elixir Golem Hog Rider Mirror Mega Knight
Witch
Elixir Golem Valkyrie Hog Rider Mega Knight
Mega Knight
Hog Rider Poison Witch
Boss Bandit

Defense Synergies 0 6

Elixir Golem
Valkyrie
Mirror Witch
Hog Rider
Mirror
Valkyrie Poison Mega Knight
Poison
Mirror Mega Knight
Witch
Valkyrie Mega Knight
Mega Knight
Mirror Poison Witch
Boss Bandit

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
Valkyrie Witch Mega Knight
Witch Mega Knight Valkyrie
Witch Valkyrie Mega Knight
Valkyrie Poison Mega Knight
Valkyrie Mega Knight
Poison Witch
Valkyrie Poison Mega Knight
Witch
Valkyrie Mega Knight
Valkyrie Poison Witch Mega Knight
Poison Witch
Mega Knight Valkyrie Witch
Valkyrie Mega Knight Poison Witch
Mega Knight
Mega Knight
Mega Knight Valkyrie Poison Witch
Valkyrie Mega Knight Witch
Valkyrie Poison Witch Mega Knight
Valkyrie Mega Knight Poison Witch

Counters to secondary win conditions

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

Valkyrie Mega Knight Witch
Poison Valkyrie Mega Knight
Mega Knight Valkyrie Witch
Valkyrie Mega Knight
Valkyrie Witch Mega Knight
Poison Witch
Valkyrie Witch
Mega Knight Valkyrie
Mega Knight Valkyrie Poison Witch
Witch
Mega Knight Valkyrie Witch
Mega Knight Valkyrie Poison
Mega Knight Valkyrie Witch
Valkyrie Witch Mega Knight
Witch Valkyrie Poison
Valkyrie Poison Mega Knight Witch
Poison Mega Knight

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.)

Poison Valkyrie
Poison
Poison
Valkyrie Poison
Poison Valkyrie Mega Knight
Poison Witch
Poison Witch
Poison
Poison
Poison
Poison Valkyrie
Poison
Poison
Poison
Poison
Poison Witch
Poison Mega Knight
Poison
Poison Mega Knight
Valkyrie Poison Witch Mega Knight
Poison Mega Knight
Poison
Poison
Poison Valkyrie Witch Mega Knight
Witch
Poison Witch
Poison Witch Mega Knight
Poison
Poison Witch
Poison Witch
Poison Mega Knight
Poison
Mega Knight
Poison
Witch
Poison Witch
Poison Valkyrie Mega Knight
Poison
Poison
Mega Knight
Poison Witch
Poison Witch
Poison Witch Mega Knight
Mega Knight
Poison

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