My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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!
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!
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.

Missing

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.

Skeletons Valkyrie Royal Ghost

Offensive cards

Win conditions

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

Hog Rider Wall Breakers Goblin Barrel

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.

Hog Rider Wall Breakers Goblin Barrel Royal Ghost

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Valkyrie Hog Rider Wall Breakers Royal Ghost

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 Hog Rider Goblin Barrel Royal Ghost

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
Skeletons Hog Rider Wall Breakers Goblin Barrel
Giant Snowball
Skeletons Hog Rider Wall Breakers Goblin Barrel
Zap
Skeletons Wall Breakers Goblin Barrel
Barbarian Barrel
Skeletons Valkyrie Wall Breakers Goblin Barrel Royal Ghost
The Log
Skeletons Hog Rider Wall Breakers Goblin Barrel
Earthquake
Skeletons Hog Rider Goblin Barrel
Arrows
Skeletons Wall Breakers Goblin Barrel
Royal Delivery
Skeletons Valkyrie Hog Rider Wall Breakers Goblin Barrel Royal Ghost
Fireball
Hog Rider Wall Breakers Goblin Barrel
Poison
Lightning
Valkyrie
Rocket
Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Royal Ghost

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 Royal Ghost

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 Goblin Barrel

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.

Fireball Goblin Barrel

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.

Mirror Skeletons Wall Breakers Goblin Barrel Royal Ghost Fireball Valkyrie Hog Rider

Shortest cycle

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

6 Mirror Skeletons Wall Breakers Goblin Barrel

Attack Synergies 6 8

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.

Skeletons
Fireball
Hog Rider Mirror Wall Breakers
Valkyrie
Hog Rider Wall Breakers Goblin Barrel Royal Ghost
Hog Rider
Fireball Valkyrie Mirror Goblin Barrel
Mirror
Fireball Goblin Barrel Hog Rider Wall Breakers Royal Ghost
Wall Breakers
Valkyrie Fireball Mirror Royal Ghost
Goblin Barrel
Valkyrie Mirror Hog Rider Royal Ghost
Royal Ghost
Valkyrie Mirror Wall Breakers Goblin Barrel

Defense Synergies 1 3

Skeletons
Royal Ghost
Fireball
Mirror Valkyrie
Valkyrie
Fireball Mirror
Hog Rider
Mirror
Fireball Valkyrie
Wall Breakers
Goblin Barrel
Royal Ghost
Skeletons

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
Skeletons Valkyrie
Skeletons Valkyrie
Skeletons Valkyrie
Fireball Valkyrie
Fireball Skeletons Valkyrie Royal Ghost
Fireball
Fireball Valkyrie
Skeletons
Skeletons Valkyrie Royal Ghost
Valkyrie Skeletons Fireball Royal Ghost
Fireball
Skeletons Fireball Valkyrie
Fireball Valkyrie Royal Ghost
Fireball
Skeletons Fireball Valkyrie
Fireball Valkyrie Royal Ghost
Valkyrie Fireball Royal Ghost
Valkyrie Royal Ghost Fireball

Counters to secondary win conditions

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

Valkyrie Skeletons Fireball Royal Ghost
Fireball Valkyrie Royal Ghost
Skeletons Valkyrie
Valkyrie Fireball
Skeletons Valkyrie
Fireball Skeletons
Skeletons Fireball Valkyrie
Valkyrie
Skeletons Fireball Valkyrie
Skeletons
Valkyrie
Fireball Valkyrie
Skeletons Fireball Valkyrie
Fireball Valkyrie
Skeletons Fireball Valkyrie
Valkyrie Fireball Royal Ghost
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 Royal Ghost
Fireball Royal Ghost
Fireball
Fireball Valkyrie
Fireball Valkyrie
Fireball
Fireball
Fireball
Fireball
Fireball Valkyrie
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Valkyrie
Fireball
Fireball
Fireball
Fireball Valkyrie
Fireball Royal Ghost
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Valkyrie
Fireball
Fireball
Fireball
Fireball
Fireball Royal Ghost
Fireball

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