My Best Clash Royale Deck

Deck Check Rating

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

4 problems 1 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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 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.

Missing

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.

Knight Elixir Golem Valkyrie Giant Skeleton

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.

Arrows Fireball Rage The Log

Punishments

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

Elixir Golem

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Elixir Golem Valkyrie Giant Skeleton

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 Giant Skeleton

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 Giant Skeleton
Giant Snowball
Zap
Barbarian Barrel
Knight Elixir Golem Valkyrie Giant Skeleton
The Log
Elixir Golem Giant Skeleton
Earthquake
Elixir Golem
Arrows
Royal Delivery
Knight Elixir Golem Valkyrie Giant Skeleton
Fireball
Elixir Golem
Poison
Elixir Golem
Lightning
Knight Valkyrie
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Valkyrie The Log

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.

Arrows Knight Elixir Golem Valkyrie Rage Giant Skeleton

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

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

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.

Rage The Log Arrows Knight Elixir Golem Fireball Valkyrie Giant Skeleton

Shortest cycle

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

10 Rage The Log Arrows Knight

Attack Synergies 2 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.

Arrows
Fireball Knight Elixir Golem Giant Skeleton
Knight
Arrows Fireball The Log
Elixir Golem
Rage Arrows Fireball The Log
Fireball
Arrows Knight Elixir Golem The Log
Valkyrie
Giant Skeleton
Rage
Elixir Golem Giant Skeleton
Giant Skeleton
Arrows Valkyrie Rage The Log
The Log
Knight Elixir Golem Fireball Giant Skeleton

Defense Synergies 1 9

Arrows
Knight Fireball Valkyrie Giant Skeleton
Knight
Arrows Fireball The Log
Elixir Golem
Fireball
The Log Arrows Knight Valkyrie
Valkyrie
Arrows Fireball The Log
Rage
Giant Skeleton
Arrows The Log
The Log
Fireball Knight Valkyrie Giant Skeleton

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.

Knight Fireball Valkyrie The Log
Knight Valkyrie The Log
Knight Valkyrie Giant Skeleton
Knight Valkyrie
Arrows Fireball Valkyrie Giant Skeleton The Log
Arrows Fireball The Log Valkyrie
Arrows Fireball
Arrows Fireball Valkyrie Giant Skeleton The Log
Knight Valkyrie Giant Skeleton
Valkyrie Arrows Knight Fireball Giant Skeleton The Log
Arrows Fireball
Knight Fireball Valkyrie Giant Skeleton The Log
Fireball Valkyrie Arrows The Log
Knight
Fireball The Log
Arrows Knight Fireball Valkyrie
Arrows Fireball Valkyrie Knight The Log
Arrows Valkyrie The Log Knight Fireball Giant Skeleton
Valkyrie Arrows Knight Fireball Giant Skeleton The Log

Counters to secondary win conditions

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

Knight Valkyrie Fireball Giant Skeleton
Fireball Arrows Knight Valkyrie The Log
Giant Skeleton Knight Valkyrie The Log
Valkyrie Giant Skeleton Knight Fireball The Log
Giant Skeleton Knight Valkyrie
Arrows Fireball
Knight Fireball Valkyrie Giant Skeleton
Giant Skeleton Knight Valkyrie
Giant Skeleton Knight Fireball Valkyrie The Log
Knight Valkyrie Giant Skeleton
Arrows Fireball Valkyrie Giant Skeleton The Log
Giant Skeleton Knight Fireball Valkyrie
Fireball Valkyrie
Knight Fireball Valkyrie Giant Skeleton The Log
Arrows Valkyrie Fireball Giant Skeleton The Log
Arrows 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 Arrows Knight Valkyrie Giant Skeleton The Log
Arrows Fireball The Log
Arrows Fireball Giant Skeleton The Log
Arrows Knight Fireball Valkyrie Giant Skeleton The Log
Fireball Arrows Valkyrie The Log
Arrows Fireball
Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Fireball
Arrows Knight Fireball Valkyrie The Log
Fireball Arrows
Knight Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Arrows Fireball Valkyrie The Log
Fireball Giant Skeleton The Log
Arrows Fireball
The Log
Arrows Fireball The Log
Arrows The Log Fireball Valkyrie
Arrows Fireball The Log
Fireball Arrows The Log
Fireball Arrows The Log
Arrows Fireball
Fireball
Fireball
Arrows Fireball The Log
Arrows Fireball
Giant Skeleton
Arrows Fireball The Log
Fireball
Fireball Arrows
Arrows The Log Fireball
Fireball Knight Valkyrie
Arrows The Log Fireball
Arrows Fireball Giant Skeleton
Fireball Giant Skeleton The Log
Fireball
Fireball Giant Skeleton The Log
Fireball

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