My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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

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 Golem Mega Knight

Offensive cards

Win conditions

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

Golem Miner Graveyard

Damage spells

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

Fireball Freeze

Punishments

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

Miner Graveyard Mega Knight

Pump responses

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

Fireball Miner Graveyard

Dropped at the bridge

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

Valkyrie Golem 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 Golem Miner Graveyard

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Wizard Freeze 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 Freeze Golem Miner 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.

Fireball Graveyard

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.

Fireball 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.

Miner Fireball Valkyrie Freeze Wizard Graveyard Mega Knight Golem

Shortest cycle

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

15 Miner Fireball Valkyrie Freeze

Attack Synergies 4 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.

Fireball
Golem Graveyard Freeze Miner Mega Knight
Valkyrie
Graveyard Wizard
Wizard
Valkyrie Golem Miner Mega Knight
Freeze
Graveyard Fireball
Golem
Fireball Wizard Graveyard
Miner
Fireball Wizard Graveyard Mega Knight
Graveyard
Fireball Valkyrie Freeze Golem Miner Mega Knight
Mega Knight
Fireball Wizard Miner Graveyard

Defense Synergies 0 10

Fireball
Valkyrie Freeze Miner Mega Knight
Valkyrie
Fireball Wizard Freeze
Wizard
Valkyrie Freeze Mega Knight
Freeze
Fireball Valkyrie Wizard Mega Knight
Golem
Miner
Fireball Mega Knight
Graveyard
Mega Knight
Fireball Wizard Freeze Miner

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.

Fireball Valkyrie Wizard
Valkyrie Mega Knight
Mega Knight Valkyrie Freeze
Valkyrie Mega Knight
Fireball Valkyrie Mega Knight
Fireball Freeze Valkyrie Mega Knight
Fireball Wizard Freeze
Fireball Valkyrie Mega Knight
Valkyrie Miner Mega Knight
Valkyrie Fireball Wizard Freeze Mega Knight
Fireball Wizard
Mega Knight Fireball Valkyrie Wizard Freeze
Fireball Valkyrie Wizard Mega Knight Freeze
Mega Knight
Fireball Freeze Mega Knight
Wizard Mega Knight Fireball Valkyrie
Fireball Valkyrie Mega Knight Wizard
Valkyrie Wizard Freeze Fireball Mega Knight
Valkyrie Wizard Mega Knight Fireball

Counters to secondary win conditions

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

Valkyrie Mega Knight Fireball
Fireball Valkyrie Wizard Miner Mega Knight
Mega Knight Valkyrie
Valkyrie Mega Knight Fireball
Valkyrie Mega Knight
Fireball Wizard Freeze
Fireball Valkyrie
Mega Knight Valkyrie
Freeze Mega Knight Fireball Valkyrie
Mega Knight Valkyrie
Mega Knight Fireball Valkyrie
Mega Knight Fireball Valkyrie Wizard
Wizard Fireball Valkyrie Mega Knight
Fireball Valkyrie Freeze
Valkyrie Mega Knight Fireball Wizard Freeze
Fireball

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.)

Fireball Valkyrie Freeze
Fireball Miner
Fireball Miner
Fireball Valkyrie Freeze
Fireball Wizard Valkyrie Mega Knight
Fireball Wizard Freeze
Wizard
Fireball Wizard Freeze
Fireball Miner Wizard
Fireball
Miner Fireball Valkyrie Wizard
Fireball Wizard
Fireball Miner
Fireball Freeze
Fireball
Fireball Wizard
Fireball Wizard Mega Knight
Fireball Freeze
Fireball Wizard Mega Knight
Fireball Valkyrie Wizard Miner Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Freeze Fireball Valkyrie Wizard Mega Knight
Fireball Miner Wizard
Fireball Wizard Miner Mega Knight
Fireball Miner
Fireball Wizard
Fireball Wizard Freeze
Fireball
Fireball Wizard Miner Mega Knight
Fireball Freeze
Mega Knight
Fireball Wizard
Fireball Freeze
Fireball Wizard
Freeze
Fireball
Fireball Miner Valkyrie Wizard Mega Knight
Fireball Wizard
Fireball
Mega Knight
Fireball Freeze
Fireball
Fireball Freeze Miner Mega Knight
Fireball Wizard Mega Knight

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