My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Firecracker Electro 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.

Archers Firecracker Valkyrie Giant Skeleton Bandit Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Bandit 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.

Valkyrie Hog Rider Giant Skeleton Bandit 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 Hog Rider Giant Skeleton Bandit Electro Wizard

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 Hog Rider Giant Skeleton Bandit
Giant Snowball
Archers Hog Rider
Zap
Archers Firecracker Bandit
Barbarian Barrel
Archers Firecracker Valkyrie Giant Skeleton Bandit Electro Wizard
The Log
Archers Firecracker Hog Rider Giant Skeleton Bandit
Earthquake
Archers Firecracker Hog Rider
Arrows
Archers Firecracker
Royal Delivery
Archers Firecracker Valkyrie Hog Rider Giant Skeleton Bandit Electro Wizard
Fireball
Archers Firecracker Hog Rider Bandit Electro Wizard
Poison
Archers Firecracker Electro Wizard
Lightning
Valkyrie Bandit Electro Wizard
Rocket
Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Valkyrie 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 Giant Skeleton 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.

Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Firecracker Bandit Valkyrie Hog Rider Electro Wizard Giant Skeleton Mega Knight

Shortest cycle

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

13 Archers Firecracker Bandit Valkyrie

Attack Synergies 3 20

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 Hog Rider Giant Skeleton Bandit Mega Knight
Firecracker
Hog Rider Valkyrie Giant Skeleton Bandit Mega Knight
Valkyrie
Archers Hog Rider Firecracker Giant Skeleton Bandit Electro Wizard
Hog Rider
Firecracker Valkyrie Archers Giant Skeleton Bandit Electro Wizard Mega Knight
Giant Skeleton
Archers Firecracker Valkyrie Hog Rider Bandit Electro Wizard
Bandit
Archers Firecracker Valkyrie Hog Rider Giant Skeleton Electro Wizard Mega Knight
Electro Wizard
Valkyrie Hog Rider Giant Skeleton Bandit Mega Knight
Mega Knight
Archers Firecracker Hog Rider Bandit Electro Wizard

Defense Synergies 2 15

Archers
Valkyrie Firecracker Giant Skeleton Bandit Electro Wizard Mega Knight
Firecracker
Valkyrie Archers Giant Skeleton Bandit Electro Wizard Mega Knight
Valkyrie
Archers Firecracker Bandit Electro Wizard
Hog Rider
Giant Skeleton
Archers Firecracker Electro Wizard
Bandit
Archers Firecracker Valkyrie Electro Wizard Mega Knight
Electro Wizard
Archers Firecracker Valkyrie Giant Skeleton Bandit Mega Knight
Mega Knight
Archers Firecracker Bandit Electro Wizard

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 Electro Wizard
Firecracker Valkyrie Bandit Electro Wizard Mega Knight
Mega Knight Archers Valkyrie Giant Skeleton Bandit Electro Wizard
Firecracker Valkyrie Bandit Electro Wizard Mega Knight
Firecracker Valkyrie Giant Skeleton Mega Knight
Archers Firecracker Valkyrie Bandit Electro Wizard Mega Knight
Electro Wizard Archers Firecracker
Valkyrie Giant Skeleton Bandit Electro Wizard Mega Knight
Archers Firecracker Valkyrie Giant Skeleton Bandit Electro Wizard Mega Knight
Archers Valkyrie Electro Wizard Firecracker Giant Skeleton Bandit Mega Knight
Archers Firecracker Electro Wizard
Mega Knight Valkyrie Giant Skeleton Bandit Electro Wizard
Valkyrie Mega Knight Firecracker Electro Wizard
Bandit Electro Wizard Mega Knight
Bandit Electro Wizard Mega Knight
Mega Knight Firecracker Valkyrie Electro Wizard
Valkyrie Mega Knight Archers Firecracker Bandit Electro Wizard
Valkyrie Archers Firecracker Giant Skeleton Bandit Electro Wizard Mega Knight
Electro Wizard
Valkyrie Mega Knight Archers Firecracker Giant Skeleton Bandit Electro Wizard

Counters to secondary win conditions

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

Valkyrie Mega Knight Archers Giant Skeleton Bandit Electro Wizard
Bandit Electro Wizard Archers Firecracker Valkyrie Mega Knight
Giant Skeleton Bandit Mega Knight Valkyrie Electro Wizard
Valkyrie Giant Skeleton Mega Knight Bandit Electro Wizard
Giant Skeleton Valkyrie Bandit Mega Knight
Firecracker Archers Electro Wizard
Archers Valkyrie Giant Skeleton Bandit Electro Wizard
Giant Skeleton Mega Knight Valkyrie
Giant Skeleton Electro Wizard Mega Knight Firecracker Valkyrie Bandit
Mega Knight Valkyrie Giant Skeleton
Mega Knight Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Valkyrie Bandit
Archers Firecracker Valkyrie Mega Knight
Electro Wizard Archers Firecracker Valkyrie Giant Skeleton
Valkyrie Mega Knight Archers Firecracker Giant Skeleton Electro Wizard
Electro Wizard

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 Giant Skeleton Bandit
Firecracker Bandit Electro Wizard
Giant Skeleton Bandit
Firecracker Valkyrie Giant Skeleton
Firecracker Valkyrie Mega Knight
Firecracker
Archers Firecracker
Firecracker
Firecracker Bandit
Electro Wizard
Firecracker Valkyrie Bandit Electro Wizard
Archers Firecracker
Firecracker Bandit
Firecracker Bandit
Firecracker
Firecracker Bandit
Firecracker Bandit Mega Knight
Archers Firecracker Bandit Electro Wizard Mega Knight
Firecracker Valkyrie Mega Knight
Giant Skeleton Mega Knight
Firecracker Valkyrie Mega Knight
Firecracker Bandit Electro Wizard
Bandit Mega Knight
Firecracker Bandit
Archers Firecracker Electro Wizard
Electro Wizard Firecracker
Bandit Mega Knight
Firecracker Electro Wizard
Giant Skeleton Mega Knight
Firecracker
Electro Wizard Archers Bandit
Archers Firecracker Electro Wizard
Firecracker Valkyrie Electro Wizard Mega Knight
Firecracker
Giant Skeleton
Firecracker Mega Knight
Firecracker Giant Skeleton Electro Wizard
Firecracker Electro Wizard
Firecracker Giant Skeleton Bandit Electro Wizard Mega Knight
Firecracker Mega Knight

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