My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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!
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.

Archers

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.

Archers Valkyrie Electro Giant Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel Electro Giant

Damage spells

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

Tornado Freeze

Punishments

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

Goblin Barrel Electro Giant Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

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 Goblin Barrel

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
Archers Goblin Barrel
Giant Snowball
Archers Cannon Goblin Barrel
Zap
Archers Cannon Goblin Barrel
Barbarian Barrel
Archers Cannon Valkyrie Goblin Barrel
The Log
Archers Cannon Goblin Barrel
Earthquake
Archers Cannon Goblin Barrel
Arrows
Archers Goblin Barrel
Royal Delivery
Archers Valkyrie Goblin Barrel
Fireball
Archers Cannon Goblin Barrel
Poison
Archers Cannon
Lightning
Cannon Valkyrie
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Tornado Freeze Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Tornado Freeze 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 Tornado Freeze Electro Giant 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.

Goblin Barrel

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.

Goblin Barrel

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.

Archers Cannon Goblin Barrel Tornado Valkyrie Freeze Electro Giant Mega Knight

Shortest cycle

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

12 Archers Cannon Goblin Barrel Tornado

Attack Synergies 3 5

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.

Archers
Valkyrie Mega Knight
Cannon
Valkyrie
Archers Goblin Barrel Tornado
Goblin Barrel
Valkyrie Mega Knight
Tornado
Electro Giant Valkyrie Freeze Mega Knight
Freeze
Tornado
Electro Giant
Tornado
Mega Knight
Archers Goblin Barrel Tornado

Defense Synergies 1 10

Archers
Valkyrie Cannon Tornado Mega Knight
Cannon
Archers Valkyrie Electro Giant
Valkyrie
Archers Cannon Tornado Freeze
Goblin Barrel
Tornado
Archers Valkyrie Electro Giant Mega Knight
Freeze
Valkyrie Mega Knight
Electro Giant
Cannon Tornado
Mega Knight
Archers Tornado Freeze

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.

Cannon Valkyrie
Cannon Valkyrie Mega Knight
Cannon Tornado Mega Knight Archers Valkyrie Freeze
Cannon Valkyrie Mega Knight
Valkyrie Tornado Mega Knight
Tornado Freeze Archers Cannon Valkyrie Mega Knight
Tornado Archers Cannon Freeze
Cannon Valkyrie Electro Giant Mega Knight
Cannon Tornado
Tornado Archers Cannon Valkyrie Mega Knight
Archers Valkyrie Cannon Tornado Freeze Electro Giant Mega Knight
Archers Tornado
Cannon Mega Knight Valkyrie Freeze
Valkyrie Mega Knight Cannon Tornado Freeze
Cannon Mega Knight
Tornado Cannon Freeze Electro Giant Mega Knight
Mega Knight Cannon Valkyrie Tornado
Cannon Valkyrie Mega Knight Archers Tornado
Valkyrie Tornado Freeze Archers Cannon Mega Knight
Cannon Tornado
Valkyrie Mega Knight Archers Cannon Electro Giant

Counters to secondary win conditions

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

Valkyrie Mega Knight Archers Electro Giant
Archers Valkyrie Mega Knight
Mega Knight Valkyrie
Valkyrie Mega Knight Tornado
Cannon Valkyrie Mega Knight
Electro Giant Archers Tornado Freeze
Archers Valkyrie
Mega Knight Valkyrie
Freeze Mega Knight Valkyrie Tornado
Cannon
Mega Knight Valkyrie
Mega Knight Valkyrie Tornado Electro Giant
Mega Knight Cannon Valkyrie
Archers Cannon Valkyrie Electro Giant Mega Knight
Electro Giant Archers Valkyrie Tornado Freeze
Valkyrie Mega Knight Archers Cannon Freeze Electro Giant
Cannon

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 Freeze
Tornado
Valkyrie Freeze
Valkyrie Mega Knight
Electro Giant Tornado Freeze
Archers Tornado
Tornado Freeze
Tornado
Tornado
Valkyrie Tornado
Archers Tornado
Freeze
Mega Knight
Tornado Freeze
Archers Mega Knight
Valkyrie Tornado Electro Giant Mega Knight
Mega Knight
Tornado
Tornado
Tornado Freeze Electro Giant Valkyrie Mega Knight
Tornado
Tornado Mega Knight
Tornado
Archers Tornado Electro Giant
Freeze Electro Giant
Mega Knight
Freeze
Mega Knight
Archers Freeze
Archers Tornado
Freeze
Valkyrie Mega Knight
Tornado Electro Giant
Mega Knight
Electro Giant Tornado Freeze
Tornado
Tornado Freeze Electro Giant Mega Knight
Mega Knight

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