My Best Clash Royale Deck

Deck Check Rating

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

4 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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon

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.

Valkyrie Rune Giant Electro Dragon Mega Knight

Offensive cards

Win conditions

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

Mortar Rune 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 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.

Mortar Valkyrie Rune Giant 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 Dragon

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 Electro Dragon
Zap
Mortar Guards
Barbarian Barrel
Mortar Valkyrie Guards
The Log
Guards
Earthquake
Mortar Guards
Arrows
Guards
Royal Delivery
Valkyrie Guards Electro Dragon
Fireball
Mortar Electro Dragon
Poison
Mortar Guards Electro Dragon
Lightning
Mortar Valkyrie Electro Dragon
Rocket
Mortar Valkyrie Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Valkyrie Electro Dragon 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 Guards Rune Giant Mega Knight

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Berserker Guards Mortar Valkyrie Rune Giant Electro Dragon Mega Knight

Shortest cycle

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

9 Mirror Berserker Guards Mortar

Attack Synergies 1 2

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.

Berserker
Rune Giant
Mortar
Valkyrie
Electro Dragon
Mirror
Guards
Rune Giant
Berserker
Electro Dragon
Valkyrie Mega Knight
Mega Knight
Electro Dragon

Defense Synergies 0 8

Berserker
Mortar
Valkyrie Mirror Guards
Valkyrie
Mortar Mirror Electro Dragon
Mirror
Mortar Valkyrie Electro Dragon Mega Knight
Guards
Mortar Electro Dragon
Rune Giant
Electro Dragon
Valkyrie Mirror Guards
Mega Knight
Mirror

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.

Mortar Valkyrie Electro Dragon
Mortar Valkyrie Electro Dragon Mega Knight
Mortar Mega Knight Valkyrie Electro Dragon
Mortar Valkyrie Guards Electro Dragon Mega Knight
Valkyrie Mega Knight
Valkyrie Guards Electro Dragon Mega Knight
Mortar Electro Dragon
Valkyrie Electro Dragon Mega Knight
Mortar
Guards Valkyrie Mega Knight
Berserker Valkyrie Guards Electro Dragon Mega Knight
Electro Dragon
Mortar Mega Knight Valkyrie Guards Electro Dragon
Valkyrie Mega Knight Mortar Guards Electro Dragon
Mortar Mega Knight
Mortar Mega Knight
Mega Knight Mortar Valkyrie Electro Dragon
Mortar Valkyrie Mega Knight Guards Electro Dragon
Mortar Valkyrie Guards Electro Dragon Mega Knight
Mortar
Valkyrie Mega Knight Guards Electro Dragon
Mortar Guards

Counters to secondary win conditions

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

Valkyrie Guards Mega Knight
Mortar Valkyrie Electro Dragon Mega Knight
Guards Mega Knight Valkyrie Electro Dragon
Valkyrie Guards Mega Knight
Valkyrie Guards Mega Knight
Electro Dragon
Guards Valkyrie
Mega Knight Valkyrie
Electro Dragon Mega Knight Mortar Valkyrie
Guards
Mega Knight Valkyrie Guards Electro Dragon
Mega Knight Valkyrie Guards
Mega Knight Valkyrie Guards
Valkyrie Electro Dragon Mega Knight
Guards Electro Dragon Mortar Valkyrie
Valkyrie Mega Knight Electro Dragon
Mortar

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.)

Mortar Valkyrie Guards Electro Dragon
Mortar Electro Dragon
Electro Dragon
Valkyrie Guards
Mortar Valkyrie Mega Knight
Electro Dragon
Mortar
Electro Dragon
Mortar Electro Dragon
Guards Electro Dragon
Mortar Valkyrie Electro Dragon
Electro Dragon
Mortar
Mortar Electro Dragon
Mortar
Mortar Electro Dragon
Mortar Electro Dragon Mega Knight
Mortar
Mortar Electro Dragon Mega Knight
Mortar Valkyrie Electro Dragon Mega Knight
Mega Knight
Mortar Electro Dragon
Mortar Valkyrie Electro Dragon Mega Knight
Mortar Electro Dragon
Mortar Electro Dragon Mega Knight
Mortar
Electro Dragon
Electro Dragon Guards
Mortar Electro Dragon Mega Knight
Electro Dragon
Mega Knight
Guards Electro Dragon
Electro Dragon
Valkyrie Electro Dragon Mega Knight
Mortar Electro Dragon
Electro Dragon Mega Knight
Electro Dragon Guards
Electro Dragon
Electro Dragon Mortar Mega Knight
Mortar Electro Dragon Mega Knight

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