My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 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.

Tesla Witch

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.

Tesla Elixir Golem Valkyrie Witch Balloon Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Balloon

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.

Elixir Golem Balloon Mega Knight

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.

Elixir Golem Valkyrie Balloon 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 Balloon

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 Guards Balloon
Giant Snowball
Guards Witch Balloon
Zap
Guards Witch Balloon
Barbarian Barrel
Tesla Elixir Golem Valkyrie Guards Witch
The Log
Elixir Golem Guards Witch
Earthquake
Tesla Elixir Golem Guards Witch
Arrows
Guards Witch
Royal Delivery
Elixir Golem Valkyrie Guards Witch Balloon
Fireball
Tesla Elixir Golem Witch Balloon
Poison
Elixir Golem Guards Witch Balloon
Lightning
Tesla Valkyrie Witch Balloon
Rocket
Valkyrie Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie 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 Guards Mega Knight

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Elixir Golem Guards Tesla Fireball Valkyrie Witch Balloon Mega Knight

Shortest cycle

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

14 Elixir Golem Guards Tesla Fireball

Attack Synergies 1 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.

Tesla
Elixir Golem
Fireball Witch Balloon
Fireball
Elixir Golem Mega Knight
Valkyrie
Balloon Witch
Guards
Witch
Elixir Golem Valkyrie Mega Knight
Balloon
Valkyrie Elixir Golem Mega Knight
Mega Knight
Fireball Witch Balloon

Defense Synergies 0 8

Tesla
Fireball Valkyrie Guards
Elixir Golem
Fireball
Tesla Valkyrie Mega Knight
Valkyrie
Tesla Fireball Witch
Guards
Tesla Witch
Witch
Valkyrie Guards Mega Knight
Balloon
Mega Knight
Fireball 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.

Tesla Fireball Valkyrie
Tesla Valkyrie Witch Mega Knight
Tesla Witch Mega Knight Valkyrie
Tesla Witch Valkyrie Guards Mega Knight
Fireball Valkyrie Mega Knight
Fireball Tesla Valkyrie Guards Mega Knight
Tesla Fireball Witch
Tesla Fireball Valkyrie Mega Knight
Tesla Witch
Guards Tesla Valkyrie Mega Knight
Valkyrie Guards Witch Tesla Fireball Mega Knight
Tesla Fireball Witch
Tesla Mega Knight Fireball Valkyrie Guards Witch
Fireball Valkyrie Mega Knight Tesla Guards Witch
Tesla Mega Knight
Tesla Fireball Mega Knight
Tesla Mega Knight Fireball Valkyrie Witch
Tesla Fireball Valkyrie Mega Knight Guards Witch
Valkyrie Witch Tesla Fireball Guards Mega Knight
Tesla
Valkyrie Mega Knight Tesla Fireball Guards Witch

Counters to secondary win conditions

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

Valkyrie Guards Mega Knight Tesla Fireball Witch
Fireball Tesla Valkyrie Mega Knight
Guards Mega Knight Valkyrie Witch
Valkyrie Guards Mega Knight Tesla Fireball
Tesla Valkyrie Guards Witch Mega Knight
Fireball Tesla Witch
Guards Tesla Fireball Valkyrie Witch
Mega Knight Tesla Valkyrie
Mega Knight Fireball Valkyrie Witch
Witch Tesla Guards
Mega Knight Tesla Valkyrie Guards Witch
Mega Knight Fireball Valkyrie Guards
Mega Knight Tesla Fireball Valkyrie Guards Witch
Tesla Fireball Valkyrie Witch Mega Knight
Tesla Guards Witch Fireball Valkyrie
Valkyrie Mega Knight Tesla Fireball Witch
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 Guards
Fireball
Fireball
Fireball Valkyrie Guards
Fireball Valkyrie Mega Knight
Fireball Witch
Witch
Fireball
Fireball
Fireball Guards
Fireball Valkyrie
Fireball
Fireball
Fireball
Fireball
Fireball Witch
Fireball Mega Knight
Fireball
Fireball Mega Knight
Fireball Valkyrie Witch Mega Knight
Fireball Mega Knight
Fireball
Fireball
Fireball Valkyrie Witch Mega Knight
Witch
Fireball Witch
Fireball Witch Mega Knight
Fireball
Fireball Witch
Fireball Guards Witch
Fireball
Fireball Mega Knight
Fireball
Mega Knight
Fireball
Fireball Guards Witch
Fireball Witch
Fireball
Fireball Valkyrie Mega Knight
Fireball
Fireball
Mega Knight
Fireball Guards Witch
Fireball Witch
Fireball Witch Mega Knight
Fireball Mega Knight

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