My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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 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!
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!
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.

Baby Dragon

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 Giant Baby Dragon Rune Giant Prince

Offensive cards

Win conditions

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

Giant Rune Giant

Damage spells

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

Fireball

Punishments

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

Giant Prince

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.

Barbarians Valkyrie Giant Baby Dragon Rune Giant Prince

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
Giant Prince
Giant Snowball
Barbarians Baby Dragon
Zap
Prince
Barbarian Barrel
Barbarians Valkyrie
The Log
Barbarians Prince
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Valkyrie Baby Dragon Prince
Fireball
Barbarians Baby Dragon
Poison
Barbarians
Lightning
Valkyrie Baby Dragon Prince
Rocket
Barbarians Valkyrie Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Baby Dragon

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 Baby Dragon Rune Giant Prince

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.

Barbarians 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.

Berserker Fireball Valkyrie Baby Dragon Rune Giant Barbarians Giant Prince

Shortest cycle

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

14 Berserker Fireball Valkyrie Baby Dragon

Attack Synergies 3 6

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.

Berserker
Rune Giant
Barbarians
Fireball
Giant Baby Dragon
Valkyrie
Prince Giant Baby Dragon
Giant
Prince Fireball Valkyrie Baby Dragon
Baby Dragon
Fireball Valkyrie Giant Prince
Rune Giant
Berserker
Prince
Valkyrie Giant Baby Dragon

Defense Synergies 0 4

Berserker
Barbarians
Fireball
Valkyrie
Valkyrie
Fireball Baby Dragon Prince
Giant
Baby Dragon
Valkyrie Prince
Rune Giant
Prince
Valkyrie Baby Dragon

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 Baby Dragon
Barbarians Valkyrie Prince
Barbarians Prince Valkyrie
Barbarians Prince Valkyrie
Barbarians Fireball Valkyrie Prince
Fireball Valkyrie Baby Dragon
Fireball Baby Dragon
Barbarians Fireball Valkyrie Baby Dragon
Barbarians Prince
Barbarians Valkyrie Prince
Berserker Barbarians Valkyrie Fireball Baby Dragon
Fireball Baby Dragon
Barbarians Prince Fireball Valkyrie
Fireball Valkyrie Barbarians Baby Dragon Prince
Barbarians Prince
Barbarians Fireball Prince
Barbarians Fireball Valkyrie Prince
Fireball Valkyrie Barbarians Baby Dragon Prince
Valkyrie Baby Dragon Barbarians Fireball
Barbarians Prince
Valkyrie Barbarians Fireball Baby Dragon Prince

Counters to secondary win conditions

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

Barbarians Valkyrie Fireball Prince
Fireball Valkyrie Baby Dragon Prince
Barbarians Valkyrie Prince
Valkyrie Prince Barbarians Fireball
Barbarians Valkyrie Prince
Fireball Baby Dragon
Prince Barbarians Fireball Valkyrie
Barbarians Valkyrie Prince
Barbarians Fireball Valkyrie Baby Dragon Prince
Barbarians
Barbarians Valkyrie Prince
Barbarians Fireball Valkyrie Prince
Barbarians Prince Fireball Valkyrie
Barbarians Fireball Valkyrie Baby Dragon
Barbarians Fireball Valkyrie Baby Dragon Prince
Valkyrie Barbarians Fireball Baby Dragon
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 Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Barbarians Fireball Valkyrie Prince
Fireball Valkyrie Baby Dragon
Fireball Baby Dragon
Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Prince
Fireball Valkyrie Prince
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Prince
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Baby Dragon Prince
Fireball Valkyrie Baby Dragon
Fireball Baby Dragon Prince
Fireball
Prince
Barbarians Fireball Baby Dragon
Fireball Valkyrie Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Prince
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Fireball
Fireball
Fireball
Prince
Fireball
Barbarians Fireball Prince
Fireball Baby Dragon
Fireball
Fireball Valkyrie Baby Dragon Prince
Fireball Baby Dragon
Fireball
Prince
Fireball Baby Dragon
Fireball
Fireball Baby Dragon Prince
Prince
Fireball

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: