My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
RIP

1 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Hunter

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.

Valkyrie Wizard Hunter Electro Giant Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Void Poison

Punishments

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

Electro Giant Mega Knight

Pump responses

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

Void Poison

Dropped at the bridge

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

Barbarians Valkyrie Electro 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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Poison Hunter Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Poison Hunter Electro Giant 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 Poison Electro 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.

Barbarians 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.

Void Valkyrie Poison Hunter Barbarians Wizard Electro Giant Mega Knight

Shortest cycle

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

15 Void Valkyrie Poison Hunter

Attack Synergies 0 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.

Barbarians
Valkyrie
Wizard Hunter
Wizard
Valkyrie Mega Knight
Void
Poison Electro Giant
Poison
Void Mega Knight
Hunter
Valkyrie Mega Knight
Electro Giant
Void
Mega Knight
Wizard Poison Hunter

Defense Synergies 0 6

Barbarians
Valkyrie
Wizard Hunter
Wizard
Valkyrie Mega Knight
Void
Poison
Poison
Void Mega Knight
Hunter
Valkyrie Mega Knight
Electro Giant
Mega Knight
Wizard Poison Hunter

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 Wizard Void
Barbarians Hunter Valkyrie Mega Knight
Barbarians Hunter Mega Knight Valkyrie Void
Barbarians Hunter Valkyrie Mega Knight
Barbarians Valkyrie Poison Mega Knight
Valkyrie Hunter Mega Knight
Hunter Wizard Void Poison
Barbarians Valkyrie Void Poison Electro Giant Mega Knight
Barbarians Hunter
Barbarians Valkyrie Hunter Mega Knight
Barbarians Valkyrie Poison Wizard Hunter Electro Giant Mega Knight
Hunter Wizard Poison
Barbarians Hunter Mega Knight Valkyrie Wizard
Valkyrie Wizard Mega Knight Barbarians Poison Hunter
Barbarians Hunter Mega Knight
Barbarians Hunter Electro Giant Mega Knight
Barbarians Wizard Mega Knight Valkyrie Poison Hunter
Mega Knight Barbarians Valkyrie Wizard Hunter
Valkyrie Wizard Poison Hunter Barbarians Mega Knight
Barbarians Hunter
Valkyrie Wizard Mega Knight Barbarians Poison Hunter Electro Giant

Counters to secondary win conditions

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

Barbarians Valkyrie Mega Knight Void Electro Giant
Void Poison Valkyrie Wizard Hunter Mega Knight
Barbarians Mega Knight Valkyrie Hunter
Valkyrie Hunter Mega Knight Barbarians
Barbarians Valkyrie Hunter Mega Knight
Wizard Poison Electro Giant Hunter
Barbarians Valkyrie Void Hunter
Mega Knight Barbarians Valkyrie Hunter
Void Mega Knight Barbarians Valkyrie Poison
Barbarians
Mega Knight Barbarians Valkyrie Hunter
Mega Knight Barbarians Valkyrie Void Poison Electro Giant
Barbarians Mega Knight Valkyrie Wizard Hunter
Wizard Barbarians Valkyrie Electro Giant Mega Knight
Barbarians Electro Giant Valkyrie Poison Hunter
Valkyrie Poison Mega Knight Barbarians Wizard Hunter Electro Giant
Void

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 Poison Valkyrie
Void Poison
Void Poison
Barbarians Valkyrie Void Poison
Wizard Poison Valkyrie Mega Knight
Wizard Poison Electro Giant Hunter
Wizard Poison
Poison Wizard Hunter
Void Poison Wizard
Void Poison
Void Poison Valkyrie Wizard
Void Poison Wizard
Poison Void Hunter
Void Poison
Poison
Wizard Poison Hunter
Wizard Poison Mega Knight
Poison
Void Wizard Poison Hunter Mega Knight
Valkyrie Wizard Void Poison Electro Giant Mega Knight
Void Poison Mega Knight
Wizard Void Poison
Void
Barbarians Void Poison
Poison Electro Giant Valkyrie Wizard Hunter Mega Knight
Void Poison Wizard Hunter
Void Wizard Poison Mega Knight
Void Poison
Poison Wizard Void Hunter Electro Giant
Wizard Void Poison Electro Giant
Void
Void Poison Wizard Hunter Mega Knight
Void Poison
Mega Knight
Wizard Poison
Barbarians Void
Poison Wizard Hunter
Void Poison Valkyrie Wizard Hunter Mega Knight
Wizard Poison
Void Poison Electro Giant
Mega Knight
Electro Giant Poison
Void Poison
Void Poison Electro Giant Mega Knight
Wizard Void Mega Knight
Void

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