My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
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 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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 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!
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.

Goblin Hut Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Valkyrie Goblin Hut Witch 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.

Arrows

Punishments

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

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.

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
Skeleton Army
Giant Snowball
Barbarians Goblin Hut Skeleton Army Witch
Zap
Goblin Hut Skeleton Army Witch
Barbarian Barrel
Barbarians Valkyrie Goblin Hut Skeleton Army Witch
The Log
Barbarians Goblin Hut Skeleton Army Witch
Earthquake
Barbarians Goblin Hut Skeleton Army Witch
Arrows
Goblin Hut Skeleton Army Witch
Royal Delivery
Barbarians Valkyrie Goblin Hut Skeleton Army Witch
Fireball
Barbarians Goblin Hut Skeleton Army Witch
Poison
Barbarians Goblin Hut Skeleton Army Witch
Lightning
Valkyrie Goblin Hut Witch
Rocket
Barbarians Valkyrie Goblin Hut Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Electro Giant 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.

Arrows Valkyrie Skeleton Army 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.

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.

Barbarians Witch

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.

Arrows Skeleton Army Valkyrie Barbarians Goblin Hut Witch Electro Giant Mega Knight

Shortest cycle

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

15 Arrows Skeleton Army Valkyrie Barbarians

Attack Synergies 0 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.

Arrows
Mega Knight
Barbarians
Valkyrie
Goblin Hut Witch
Goblin Hut
Valkyrie Mega Knight
Skeleton Army
Witch
Valkyrie Mega Knight
Electro Giant
Mega Knight
Arrows Goblin Hut Witch

Defense Synergies 1 8

Arrows
Mega Knight Barbarians Valkyrie Goblin Hut
Barbarians
Arrows Skeleton Army
Valkyrie
Arrows Goblin Hut Witch
Goblin Hut
Arrows Valkyrie Skeleton Army
Skeleton Army
Barbarians Goblin Hut
Witch
Valkyrie Mega Knight
Electro Giant
Mega Knight
Arrows Witch

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 Goblin Hut
Barbarians Skeleton Army Valkyrie Goblin Hut Witch Mega Knight
Barbarians Goblin Hut Skeleton Army Witch Mega Knight Valkyrie
Barbarians Goblin Hut Skeleton Army Witch Valkyrie Mega Knight
Arrows Barbarians Valkyrie Skeleton Army Mega Knight
Arrows Skeleton Army Valkyrie Mega Knight
Arrows Goblin Hut Witch
Arrows Barbarians Valkyrie Electro Giant Mega Knight
Barbarians Witch Goblin Hut Skeleton Army
Skeleton Army Barbarians Valkyrie Mega Knight
Barbarians Valkyrie Skeleton Army Witch Arrows Goblin Hut Electro Giant Mega Knight
Arrows Goblin Hut Witch
Barbarians Goblin Hut Skeleton Army Mega Knight Valkyrie Witch
Valkyrie Skeleton Army Mega Knight Arrows Barbarians Goblin Hut Witch
Barbarians Skeleton Army Goblin Hut Mega Knight
Barbarians Skeleton Army Goblin Hut Electro Giant Mega Knight
Barbarians Mega Knight Arrows Valkyrie Goblin Hut Skeleton Army Witch
Arrows Mega Knight Barbarians Valkyrie Goblin Hut Skeleton Army Witch
Arrows Valkyrie Witch Barbarians Goblin Hut Mega Knight
Barbarians Goblin Hut
Valkyrie Skeleton Army Mega Knight Arrows Barbarians Witch Electro Giant

Counters to secondary win conditions

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

Barbarians Valkyrie Skeleton Army Mega Knight Goblin Hut Witch Electro Giant
Arrows Valkyrie Mega Knight
Barbarians Skeleton Army Mega Knight Valkyrie Goblin Hut Witch
Valkyrie Skeleton Army Mega Knight Barbarians
Barbarians Valkyrie Goblin Hut Skeleton Army Witch Mega Knight
Arrows Electro Giant Goblin Hut Witch
Skeleton Army Barbarians Valkyrie Goblin Hut Witch
Mega Knight Barbarians Valkyrie Skeleton Army
Mega Knight Barbarians Valkyrie Goblin Hut Skeleton Army Witch
Witch Barbarians Goblin Hut Skeleton Army
Mega Knight Barbarians Valkyrie Goblin Hut Witch
Skeleton Army Mega Knight Arrows Barbarians Valkyrie Electro Giant
Barbarians Skeleton Army Mega Knight Valkyrie Witch
Barbarians Valkyrie Skeleton Army Witch Electro Giant Mega Knight
Barbarians Goblin Hut Skeleton Army Witch Electro Giant Valkyrie
Arrows Valkyrie Mega Knight Barbarians Goblin Hut Witch Electro Giant

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.)

Arrows Valkyrie
Arrows
Arrows Goblin Hut
Arrows Barbarians Valkyrie
Arrows Valkyrie Mega Knight
Arrows Electro Giant Witch
Arrows Witch
Arrows
Arrows
Arrows Valkyrie
Arrows
Goblin Hut
Arrows
Arrows Goblin Hut
Arrows Goblin Hut Witch
Arrows Goblin Hut Mega Knight
Arrows
Arrows Mega Knight
Arrows Valkyrie Witch Electro Giant Mega Knight
Mega Knight
Arrows
Arrows Barbarians
Arrows Electro Giant Valkyrie Witch Mega Knight
Witch
Arrows Witch
Arrows Witch Mega Knight
Arrows
Arrows Witch Electro Giant
Goblin Hut Witch Electro Giant
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Barbarians Goblin Hut Skeleton Army Witch
Arrows Witch
Arrows
Valkyrie Mega Knight
Arrows
Arrows Electro Giant
Mega Knight
Electro Giant Witch
Witch
Witch Electro Giant Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: