My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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.

Wizard Witch

Defensive buildings

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

Mortar

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 Wizard Witch Mega Knight

Offensive cards

Win conditions

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

Mortar Elixir Golem

Damage spells

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

Rage

Punishments

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

Mortar 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.

Mortar Barbarians Elixir Golem 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
Elixir Golem
Giant Snowball
Barbarians Witch
Zap
Mortar Witch
Barbarian Barrel
Mortar Barbarians Elixir Golem Valkyrie Wizard Witch
The Log
Barbarians Elixir Golem Witch
Earthquake
Mortar Barbarians Elixir Golem Witch
Arrows
Witch
Royal Delivery
Barbarians Elixir Golem Valkyrie Wizard Witch
Fireball
Mortar Barbarians Elixir Golem Wizard Witch
Poison
Mortar Barbarians Elixir Golem Wizard Witch
Lightning
Mortar Valkyrie Wizard Witch
Rocket
Mortar Barbarians Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Mortar 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.

Elixir Golem Valkyrie Rage 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.

Barbarians Wizard Witch

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 Elixir Golem Mortar Valkyrie Barbarians Wizard Witch Mega Knight

Shortest cycle

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

13 Rage Elixir Golem Mortar Valkyrie

Attack Synergies 2 7

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.

Mortar
Barbarians
Elixir Golem
Rage Wizard Witch
Valkyrie
Wizard Witch
Wizard
Elixir Golem Valkyrie Rage Mega Knight
Rage
Elixir Golem Witch Wizard
Witch
Rage Elixir Golem Valkyrie Mega Knight
Mega Knight
Wizard Witch

Defense Synergies 0 6

Mortar
Valkyrie Wizard
Barbarians
Elixir Golem
Valkyrie
Mortar Wizard Witch
Wizard
Mortar Valkyrie Mega Knight
Rage
Witch
Valkyrie Mega Knight
Mega Knight
Wizard Witch

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.

Mortar Valkyrie Wizard
Barbarians Mortar Valkyrie Witch Mega Knight
Mortar Barbarians Witch Mega Knight Valkyrie
Barbarians Witch Mortar Valkyrie Mega Knight
Barbarians Valkyrie Mega Knight
Valkyrie Mega Knight
Mortar Wizard Witch
Barbarians Valkyrie Mega Knight
Barbarians Witch Mortar
Barbarians Valkyrie Mega Knight
Barbarians Valkyrie Witch Wizard Mega Knight
Wizard Witch
Mortar Barbarians Mega Knight Valkyrie Wizard Witch
Valkyrie Wizard Mega Knight Mortar Barbarians Witch
Barbarians Mortar Mega Knight
Barbarians Mortar Mega Knight
Barbarians Wizard Mega Knight Mortar Valkyrie Witch
Mortar Valkyrie Mega Knight Barbarians Wizard Witch
Mortar Valkyrie Wizard Witch Barbarians Mega Knight
Barbarians Mortar
Valkyrie Wizard Mega Knight Barbarians Witch

Counters to secondary win conditions

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

Barbarians Valkyrie Mega Knight Witch
Mortar Valkyrie Wizard Mega Knight
Barbarians Mega Knight Valkyrie Witch
Valkyrie Mega Knight Barbarians
Barbarians Valkyrie Witch Mega Knight
Wizard Witch
Barbarians Valkyrie Witch
Mega Knight Barbarians Valkyrie
Mega Knight Mortar Barbarians Valkyrie Witch
Witch Barbarians
Mega Knight Barbarians Valkyrie Witch
Mega Knight Barbarians Valkyrie
Barbarians Mega Knight Valkyrie Wizard Witch
Wizard Barbarians Valkyrie Witch Mega Knight
Barbarians Witch Mortar Valkyrie
Valkyrie Mega Knight Barbarians Wizard Witch
Mortar

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.)

Mortar Valkyrie
Mortar
Barbarians Valkyrie
Wizard Mortar Valkyrie Mega Knight
Wizard Witch
Mortar Wizard Witch
Wizard
Mortar Wizard
Mortar Valkyrie Wizard
Wizard
Mortar
Mortar
Mortar
Mortar Wizard Witch
Mortar Wizard Mega Knight
Mortar
Mortar Wizard Mega Knight
Mortar Valkyrie Wizard Witch Mega Knight
Mega Knight
Wizard
Mortar Barbarians
Mortar Valkyrie Wizard Witch Mega Knight
Witch
Mortar Wizard Witch
Mortar Wizard Witch Mega Knight
Mortar
Wizard Witch
Wizard Witch
Mortar Wizard Mega Knight
Mega Knight
Wizard
Barbarians Witch
Wizard Witch
Valkyrie Wizard Mega Knight
Mortar Wizard
Mega Knight
Witch
Witch
Mortar Witch Mega Knight
Mortar Wizard Mega Knight

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