My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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!
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!
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.

Firecracker Wizard

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.

Firecracker Elixir Golem Valkyrie Wizard Dark Prince Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem Dark Prince 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.

Elixir Golem Valkyrie Dark Prince 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.

Firecracker Valkyrie Dark Prince

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 Skeleton Army Dark Prince
Giant Snowball
Skeleton Army
Zap
Firecracker Skeleton Army Dark Prince
Barbarian Barrel
Firecracker Elixir Golem Valkyrie Wizard Skeleton Army Dark Prince
The Log
Firecracker Elixir Golem Skeleton Army Dark Prince
Earthquake
Firecracker Elixir Golem Skeleton Army
Arrows
Firecracker Skeleton Army
Royal Delivery
Firecracker Elixir Golem Valkyrie Wizard Skeleton Army Dark Prince
Fireball
Firecracker Elixir Golem Wizard Skeleton Army
Poison
Firecracker Elixir Golem Wizard Skeleton Army
Lightning
Valkyrie Wizard Dark Prince
Rocket
Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Valkyrie Wizard Dark Prince Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Dark Prince 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.

Skeleton Army

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Firecracker Elixir Golem Skeleton Army Valkyrie Dark Prince Wizard Mega Knight

Shortest cycle

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

9 Mirror Firecracker Elixir Golem Skeleton Army

Attack Synergies 1 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.

Firecracker
Elixir Golem Valkyrie Mirror Dark Prince Mega Knight
Elixir Golem
Firecracker Wizard Mirror
Valkyrie
Firecracker Wizard Dark Prince
Wizard
Elixir Golem Valkyrie Dark Prince Mega Knight
Mirror
Firecracker Elixir Golem Skeleton Army
Skeleton Army
Mirror
Dark Prince
Firecracker Valkyrie Wizard
Mega Knight
Firecracker Wizard

Defense Synergies 2 10

Firecracker
Valkyrie Mirror Skeleton Army Dark Prince Mega Knight
Elixir Golem
Valkyrie
Firecracker Wizard Mirror
Wizard
Valkyrie Skeleton Army Dark Prince Mega Knight
Mirror
Skeleton Army Firecracker Valkyrie Mega Knight
Skeleton Army
Mirror Firecracker Wizard
Dark Prince
Firecracker Wizard
Mega Knight
Firecracker Wizard 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.

Firecracker Valkyrie Wizard
Skeleton Army Firecracker Valkyrie Dark Prince Mega Knight
Skeleton Army Mega Knight Valkyrie Dark Prince
Skeleton Army Firecracker Valkyrie Dark Prince Mega Knight
Firecracker Valkyrie Skeleton Army Dark Prince Mega Knight
Skeleton Army Firecracker Valkyrie Dark Prince Mega Knight
Firecracker Wizard
Valkyrie Mega Knight
Skeleton Army
Skeleton Army Firecracker Valkyrie Dark Prince Mega Knight
Valkyrie Skeleton Army Firecracker Wizard Dark Prince Mega Knight
Firecracker Wizard
Skeleton Army Mega Knight Valkyrie Wizard Dark Prince
Valkyrie Wizard Skeleton Army Mega Knight Firecracker Dark Prince
Skeleton Army Mega Knight
Skeleton Army Mega Knight
Wizard Mega Knight Firecracker Valkyrie Skeleton Army Dark Prince
Valkyrie Mega Knight Firecracker Wizard Skeleton Army Dark Prince
Valkyrie Wizard Firecracker Dark Prince Mega Knight
Valkyrie Wizard Skeleton Army Dark Prince Mega Knight Firecracker

Counters to secondary win conditions

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

Valkyrie Skeleton Army Mega Knight Dark Prince
Firecracker Valkyrie Wizard Mega Knight
Skeleton Army Mega Knight Valkyrie Dark Prince
Valkyrie Skeleton Army Dark Prince Mega Knight
Valkyrie Skeleton Army Dark Prince Mega Knight
Firecracker Wizard
Skeleton Army Dark Prince Valkyrie
Mega Knight Valkyrie Skeleton Army Dark Prince
Mega Knight Firecracker Valkyrie Skeleton Army Dark Prince
Skeleton Army
Mega Knight Valkyrie Dark Prince
Skeleton Army Mega Knight Valkyrie Dark Prince
Skeleton Army Dark Prince Mega Knight Valkyrie Wizard
Wizard Firecracker Valkyrie Skeleton Army Mega Knight
Skeleton Army Firecracker Valkyrie Dark Prince
Valkyrie Mega Knight Firecracker Wizard Dark Prince

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.)

Firecracker Valkyrie
Firecracker
Firecracker Valkyrie Dark Prince
Wizard Firecracker Valkyrie Dark Prince Mega Knight
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Firecracker Valkyrie Wizard Dark Prince
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Firecracker Wizard
Firecracker Wizard Mega Knight
Firecracker Wizard Dark Prince Mega Knight
Firecracker Valkyrie Wizard Mega Knight
Mega Knight
Wizard
Firecracker Valkyrie Wizard Dark Prince Mega Knight
Firecracker Wizard
Wizard Mega Knight
Firecracker
Firecracker Wizard
Firecracker Wizard
Wizard Mega Knight
Firecracker
Mega Knight
Firecracker Wizard
Skeleton Army Dark Prince
Firecracker Wizard
Firecracker Valkyrie Wizard Dark Prince Mega Knight
Firecracker Wizard
Firecracker Dark Prince Mega Knight
Firecracker
Firecracker
Firecracker Dark Prince Mega Knight
Firecracker Wizard Mega Knight

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