My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Great!

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
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!
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.

Minions Tesla Wizard

Defensive buildings

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

Tesla

Investments

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

Knight Tesla Valkyrie Wizard Mega Knight

Offensive cards

Win conditions

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

Missing

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.

Knight Valkyrie 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
Minions Guards
Giant Snowball
Minions Guards
Zap
Minions Guards
Barbarian Barrel
Knight Tesla Valkyrie Wizard Guards
The Log
Guards
Earthquake
Tesla Guards
Arrows
Minions Guards
Royal Delivery
Knight Minions Valkyrie Wizard Guards
Fireball
Minions Tesla Wizard
Poison
Minions Wizard Guards
Lightning
Knight Tesla Valkyrie Wizard
Rocket
Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard 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.

Arrows Knight Valkyrie Guards 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.

Minions 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Minions Guards Tesla Valkyrie Wizard Mega Knight

Shortest cycle

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

12 Arrows Knight Minions Guards

Attack Synergies 2 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.

Arrows
Knight Mega Knight
Knight
Minions Arrows Wizard
Minions
Knight Mega Knight Valkyrie
Tesla
Valkyrie
Minions Wizard
Wizard
Knight Valkyrie Mega Knight
Guards
Mega Knight
Minions Arrows Wizard

Defense Synergies 4 12

Arrows
Mega Knight Knight Tesla Valkyrie
Knight
Minions Tesla Arrows Wizard
Minions
Knight Valkyrie Tesla Mega Knight
Tesla
Knight Arrows Minions Valkyrie Wizard Guards
Valkyrie
Minions Arrows Tesla Wizard
Wizard
Knight Tesla Valkyrie Guards Mega Knight
Guards
Tesla Wizard
Mega Knight
Arrows Minions 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 Minions Tesla Valkyrie Wizard
Knight Minions Tesla Valkyrie Mega Knight
Tesla Mega Knight Knight Minions Valkyrie
Tesla Knight Minions Valkyrie Guards Mega Knight
Arrows Valkyrie Mega Knight
Arrows Minions Tesla Valkyrie Guards Mega Knight
Minions Tesla Arrows Wizard
Arrows Tesla Valkyrie Mega Knight
Tesla Minions
Knight Guards Tesla Valkyrie Mega Knight
Minions Valkyrie Guards Arrows Knight Tesla Wizard Mega Knight
Arrows Minions Tesla Wizard
Tesla Mega Knight Knight Minions Valkyrie Wizard Guards
Valkyrie Wizard Mega Knight Arrows Minions Tesla Guards
Knight Tesla Mega Knight
Tesla Mega Knight
Tesla Wizard Mega Knight Arrows Knight Minions Valkyrie
Arrows Tesla Mega Knight Knight Minions Valkyrie Wizard Guards
Arrows Valkyrie Wizard Knight Minions Tesla Guards Mega Knight
Tesla
Valkyrie Wizard Mega Knight Arrows Knight Minions Tesla Guards

Counters to secondary win conditions

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

Knight Valkyrie Guards Mega Knight Tesla
Arrows Knight Tesla Valkyrie Wizard Mega Knight
Guards Mega Knight Knight Minions Valkyrie
Valkyrie Guards Mega Knight Knight Tesla
Knight Tesla Valkyrie Guards Mega Knight
Arrows Wizard Minions Tesla
Guards Knight Minions Tesla Valkyrie
Mega Knight Knight Tesla Valkyrie
Mega Knight Knight Minions Valkyrie
Tesla Guards
Mega Knight Knight Minions Tesla Valkyrie Guards
Mega Knight Arrows Valkyrie Guards
Mega Knight Knight Tesla Valkyrie Wizard Guards
Wizard Tesla Valkyrie Mega Knight
Tesla Guards Knight Minions Valkyrie
Arrows Minions Valkyrie Mega Knight Tesla Wizard
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.)

Arrows Knight Valkyrie Guards
Arrows
Arrows
Arrows Knight Valkyrie Guards
Wizard Arrows Valkyrie Mega Knight
Arrows Wizard Minions
Arrows Wizard
Arrows Wizard
Arrows Wizard
Minions Guards
Arrows Knight Valkyrie Wizard
Arrows Wizard
Knight
Arrows Minions
Arrows
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Minions
Arrows Wizard Mega Knight
Arrows Valkyrie Wizard Mega Knight
Minions Mega Knight
Arrows Wizard
Arrows
Arrows Valkyrie Wizard Mega Knight
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard
Minions Wizard Guards
Arrows Wizard Mega Knight
Arrows
Mega Knight
Arrows Wizard
Minions Guards
Arrows Wizard
Arrows
Knight Valkyrie Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Minions Guards
Mega Knight
Wizard Mega Knight

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