My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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!
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 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.

Firecracker Electro Wizard Magic Archer Little Prince

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 Firecracker Elixir Golem Valkyrie Electro Wizard Magic Archer Mega Knight Little Prince

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.

Missing

Punishments

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

Elixir Golem 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.

Knight Elixir Golem Valkyrie Magic Archer 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 Electro Wizard 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
Giant Snowball
Little Prince
Zap
Firecracker Little Prince
Barbarian Barrel
Knight Firecracker Elixir Golem Valkyrie Electro Wizard Magic Archer Little Prince
The Log
Firecracker Elixir Golem Little Prince
Earthquake
Firecracker Elixir Golem
Arrows
Firecracker Little Prince
Royal Delivery
Knight Firecracker Elixir Golem Valkyrie Electro Wizard Magic Archer Little Prince
Fireball
Firecracker Elixir Golem Electro Wizard Magic Archer Little Prince
Poison
Firecracker Elixir Golem Electro Wizard Magic Archer Little Prince
Lightning
Knight Valkyrie Electro Wizard Magic Archer Little Prince
Rocket
Valkyrie Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Valkyrie Magic Archer 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.

Knight Elixir Golem Valkyrie 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Firecracker Elixir Golem Little Prince Valkyrie Electro Wizard Magic Archer Mega Knight

Shortest cycle

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

12 Knight Firecracker Elixir Golem Little Prince

Attack Synergies 2 12

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.

Knight
Firecracker Electro Wizard Magic Archer Little Prince
Firecracker
Knight Elixir Golem Valkyrie Mega Knight
Elixir Golem
Firecracker Magic Archer
Valkyrie
Firecracker Electro Wizard Magic Archer Little Prince
Electro Wizard
Knight Valkyrie Magic Archer Mega Knight
Magic Archer
Knight Elixir Golem Valkyrie Electro Wizard Mega Knight
Mega Knight
Firecracker Electro Wizard Magic Archer
Little Prince
Knight Valkyrie

Defense Synergies 5 9

Knight
Firecracker Electro Wizard Magic Archer Little Prince
Firecracker
Knight Valkyrie Electro Wizard Mega Knight
Elixir Golem
Valkyrie
Firecracker Electro Wizard Magic Archer Little Prince
Electro Wizard
Knight Firecracker Valkyrie Magic Archer Mega Knight Little Prince
Magic Archer
Knight Valkyrie Electro Wizard Mega Knight
Mega Knight
Firecracker Electro Wizard Magic Archer
Little Prince
Knight Valkyrie 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.

Knight Firecracker Valkyrie Electro Wizard Magic Archer
Knight Firecracker Valkyrie Electro Wizard Mega Knight
Mega Knight Knight Valkyrie Electro Wizard
Knight Firecracker Valkyrie Electro Wizard Mega Knight
Firecracker Valkyrie Mega Knight
Firecracker Valkyrie Electro Wizard Magic Archer Mega Knight
Electro Wizard Firecracker Magic Archer Little Prince
Valkyrie Electro Wizard Magic Archer Mega Knight
Knight Firecracker Valkyrie Electro Wizard Mega Knight Little Prince
Valkyrie Electro Wizard Knight Firecracker Magic Archer Mega Knight
Firecracker Electro Wizard Magic Archer
Mega Knight Knight Valkyrie Electro Wizard
Valkyrie Mega Knight Firecracker Electro Wizard Magic Archer
Knight Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Knight Firecracker Valkyrie Electro Wizard
Valkyrie Mega Knight Knight Firecracker Electro Wizard Magic Archer Little Prince
Valkyrie Knight Firecracker Electro Wizard Magic Archer Mega Knight Little Prince
Electro Wizard
Valkyrie Mega Knight Knight Firecracker Electro Wizard Little Prince

Counters to secondary win conditions

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

Knight Valkyrie Mega Knight Electro Wizard
Electro Wizard Knight Firecracker Valkyrie Magic Archer Mega Knight
Mega Knight Knight Valkyrie Electro Wizard
Valkyrie Mega Knight Knight Electro Wizard
Knight Valkyrie Mega Knight
Firecracker Electro Wizard Magic Archer
Knight Valkyrie Electro Wizard
Mega Knight Knight Valkyrie
Electro Wizard Mega Knight Knight Firecracker Valkyrie Magic Archer
Mega Knight Knight Valkyrie
Mega Knight Valkyrie Electro Wizard
Mega Knight Knight Valkyrie
Firecracker Valkyrie Magic Archer Mega Knight
Electro Wizard Knight Firecracker Valkyrie Magic Archer Little Prince
Valkyrie Mega Knight Firecracker Electro Wizard Magic Archer
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.)

Magic Archer Knight Firecracker Valkyrie
Firecracker Electro Wizard Magic Archer
Magic Archer
Knight Firecracker Valkyrie
Firecracker Valkyrie Magic Archer Mega Knight
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker
Electro Wizard
Firecracker Knight Valkyrie Electro Wizard Magic Archer
Firecracker Magic Archer
Knight Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Magic Archer Firecracker Mega Knight
Firecracker Electro Wizard Magic Archer Mega Knight
Firecracker Valkyrie Magic Archer Mega Knight Little Prince
Magic Archer Mega Knight
Firecracker Valkyrie Magic Archer Mega Knight Little Prince
Firecracker Electro Wizard Magic Archer
Magic Archer Mega Knight
Firecracker Magic Archer
Firecracker Electro Wizard Magic Archer Little Prince
Electro Wizard Firecracker
Magic Archer Mega Knight
Firecracker Electro Wizard Magic Archer
Mega Knight
Firecracker Magic Archer
Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Knight Firecracker Valkyrie Electro Wizard Magic Archer Mega Knight
Firecracker Magic Archer
Firecracker Mega Knight
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer Mega Knight Little Prince
Firecracker Mega Knight

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