My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
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.

Zappies Inferno Dragon Magic Archer

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.

Elixir Golem Valkyrie Zappies Rune Giant Royal Ghost Inferno Dragon Magic Archer

Offensive cards

Win conditions

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

Elixir Golem Rune 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.

Elixir Golem Royal Ghost

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 Rune Giant Royal Ghost Magic Archer

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 Royal Ghost Magic Archer

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 Inferno Dragon
Giant Snowball
Zappies Inferno Dragon
Zap
Zappies Inferno Dragon
Barbarian Barrel
Elixir Golem Valkyrie Zappies Royal Ghost Magic Archer
The Log
Elixir Golem Zappies
Earthquake
Elixir Golem Zappies
Arrows
Zappies
Royal Delivery
Elixir Golem Valkyrie Zappies Royal Ghost Inferno Dragon Magic Archer
Fireball
Elixir Golem Zappies Inferno Dragon Magic Archer
Poison
Elixir Golem Zappies Magic Archer
Lightning
Valkyrie Inferno Dragon Magic Archer
Rocket
Valkyrie Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Royal Ghost Magic Archer

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 Elixir Golem Valkyrie Rune Giant Royal Ghost Inferno Dragon

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.

Arrows Elixir Golem Royal Ghost Valkyrie Zappies Rune Giant Inferno Dragon Magic Archer

Shortest cycle

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

13 Arrows Elixir Golem Royal Ghost Valkyrie

Attack Synergies 0 10

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
Elixir Golem
Elixir Golem
Arrows Zappies Royal Ghost Inferno Dragon Magic Archer
Valkyrie
Zappies Royal Ghost Magic Archer
Zappies
Elixir Golem Valkyrie Royal Ghost
Rune Giant
Royal Ghost
Elixir Golem Valkyrie Zappies Magic Archer
Inferno Dragon
Elixir Golem
Magic Archer
Elixir Golem Valkyrie Royal Ghost

Defense Synergies 0 3

Arrows
Valkyrie
Elixir Golem
Valkyrie
Arrows Zappies Magic Archer
Zappies
Valkyrie
Rune Giant
Royal Ghost
Inferno Dragon
Magic Archer
Valkyrie

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 Zappies Magic Archer
Inferno Dragon Valkyrie Zappies
Valkyrie Zappies Inferno Dragon
Inferno Dragon Valkyrie Zappies
Arrows Valkyrie
Arrows Valkyrie Zappies Royal Ghost Magic Archer
Inferno Dragon Arrows Zappies Magic Archer
Arrows Valkyrie Magic Archer
Zappies Inferno Dragon
Valkyrie Zappies Royal Ghost
Valkyrie Arrows Zappies Royal Ghost Magic Archer
Arrows Inferno Dragon Zappies Magic Archer
Valkyrie Zappies
Valkyrie Arrows Zappies Royal Ghost Magic Archer
Inferno Dragon Zappies
Zappies Inferno Dragon
Arrows Valkyrie Zappies
Arrows Valkyrie Zappies Royal Ghost Magic Archer
Arrows Valkyrie Zappies Royal Ghost Inferno Dragon Magic Archer
Zappies Inferno Dragon
Valkyrie Royal Ghost Arrows Zappies
Inferno Dragon

Counters to secondary win conditions

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

Valkyrie Zappies Royal Ghost
Arrows Valkyrie Royal Ghost Inferno Dragon Magic Archer
Zappies Valkyrie
Valkyrie Zappies
Valkyrie Zappies Inferno Dragon
Arrows Zappies Magic Archer
Valkyrie Zappies
Valkyrie Zappies Inferno Dragon
Valkyrie Zappies Inferno Dragon Magic Archer
Zappies Inferno Dragon
Inferno Dragon Valkyrie Zappies
Arrows Valkyrie
Valkyrie Zappies
Valkyrie Zappies Magic Archer
Zappies Valkyrie Inferno Dragon Magic Archer
Arrows Valkyrie Zappies Royal Ghost Inferno Dragon Magic Archer
Arrows

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.)

Magic Archer Arrows Valkyrie Royal Ghost
Arrows Royal Ghost Magic Archer
Arrows Magic Archer
Arrows Valkyrie
Arrows Valkyrie Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows
Arrows Valkyrie Magic Archer
Arrows Magic Archer
Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Magic Archer Arrows
Arrows
Arrows Magic Archer
Arrows Valkyrie Magic Archer
Magic Archer
Arrows
Arrows
Arrows Valkyrie Magic Archer
Inferno Dragon
Arrows Royal Ghost Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Zappies
Arrows Magic Archer
Arrows Zappies Magic Archer
Arrows Magic Archer
Zappies Magic Archer
Arrows Zappies Magic Archer
Arrows
Valkyrie Magic Archer
Arrows Magic Archer
Arrows
Zappies Magic Archer
Zappies Magic Archer
Royal Ghost Magic Archer
Inferno Dragon

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