My Best Clash Royale Deck

Deck Check Rating

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

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-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!
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.

Goblin Gang Firecracker Witch Electro Wizard

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.

Firecracker Elixir Golem Valkyrie Witch Giant Skeleton Electro Wizard Mega Knight

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.

Goblin Gang 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.

Goblin Gang Elixir Golem Valkyrie Giant Skeleton 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 Giant Skeleton Electro Wizard

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
Goblin Gang Elixir Golem Giant Skeleton
Giant Snowball
Goblin Gang Witch
Zap
Goblin Gang Firecracker Witch
Barbarian Barrel
Goblin Gang Firecracker Elixir Golem Valkyrie Witch Giant Skeleton Electro Wizard
The Log
Goblin Gang Firecracker Elixir Golem Witch Giant Skeleton
Earthquake
Goblin Gang Firecracker Elixir Golem Witch
Arrows
Goblin Gang Firecracker Witch
Royal Delivery
Goblin Gang Firecracker Elixir Golem Valkyrie Witch Giant Skeleton Electro Wizard
Fireball
Goblin Gang Firecracker Elixir Golem Witch Electro Wizard
Poison
Goblin Gang Firecracker Elixir Golem Witch Electro Wizard
Lightning
Valkyrie Witch Electro Wizard
Rocket
Valkyrie Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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 Giant Skeleton 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.

Goblin Gang Witch 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Firecracker Elixir Golem Valkyrie Electro Wizard Witch Giant Skeleton Mega Knight

Shortest cycle

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

13 Goblin Gang Firecracker Elixir Golem Valkyrie

Attack Synergies 1 15

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.

Goblin Gang
Firecracker Elixir Golem Valkyrie Giant Skeleton
Firecracker
Elixir Golem Goblin Gang Valkyrie Giant Skeleton Mega Knight
Elixir Golem
Firecracker Goblin Gang Witch
Valkyrie
Goblin Gang Firecracker Witch Giant Skeleton Electro Wizard
Witch
Elixir Golem Valkyrie Giant Skeleton Mega Knight
Giant Skeleton
Goblin Gang Firecracker Valkyrie Witch Electro Wizard
Electro Wizard
Valkyrie Giant Skeleton Mega Knight
Mega Knight
Firecracker Witch Electro Wizard

Defense Synergies 1 14

Goblin Gang
Firecracker Valkyrie Giant Skeleton Electro Wizard
Firecracker
Valkyrie Goblin Gang Giant Skeleton Electro Wizard Mega Knight
Elixir Golem
Valkyrie
Firecracker Goblin Gang Witch Electro Wizard
Witch
Valkyrie Giant Skeleton Electro Wizard Mega Knight
Giant Skeleton
Goblin Gang Firecracker Witch Electro Wizard
Electro Wizard
Goblin Gang Firecracker Valkyrie Witch Giant Skeleton Mega Knight
Mega Knight
Firecracker Witch 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.

Firecracker Valkyrie Electro Wizard
Goblin Gang Firecracker Valkyrie Witch Electro Wizard Mega Knight
Goblin Gang Witch Mega Knight Valkyrie Giant Skeleton Electro Wizard
Witch Goblin Gang Firecracker Valkyrie Electro Wizard Mega Knight
Firecracker Valkyrie Giant Skeleton Mega Knight
Goblin Gang Firecracker Valkyrie Electro Wizard Mega Knight
Electro Wizard Goblin Gang Firecracker Witch
Valkyrie Giant Skeleton Electro Wizard Mega Knight
Witch Goblin Gang
Goblin Gang Firecracker Valkyrie Giant Skeleton Electro Wizard Mega Knight
Goblin Gang Valkyrie Witch Electro Wizard Firecracker Giant Skeleton Mega Knight
Goblin Gang Firecracker Witch Electro Wizard
Mega Knight Goblin Gang Valkyrie Witch Giant Skeleton Electro Wizard
Valkyrie Mega Knight Goblin Gang Firecracker Witch Electro Wizard
Goblin Gang Electro Wizard Mega Knight
Goblin Gang Electro Wizard Mega Knight
Mega Knight Goblin Gang Firecracker Valkyrie Witch Electro Wizard
Mega Knight Goblin Gang Firecracker Valkyrie Witch Electro Wizard
Valkyrie Witch Firecracker Giant Skeleton Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Valkyrie Mega Knight Firecracker Witch Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Valkyrie Mega Knight Witch Giant Skeleton Electro Wizard
Electro Wizard Goblin Gang Firecracker Valkyrie Mega Knight
Goblin Gang Giant Skeleton Mega Knight Valkyrie Witch Electro Wizard
Goblin Gang Valkyrie Giant Skeleton Mega Knight Electro Wizard
Giant Skeleton Goblin Gang Valkyrie Witch Mega Knight
Firecracker Goblin Gang Witch Electro Wizard
Goblin Gang Valkyrie Witch Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Valkyrie
Giant Skeleton Electro Wizard Mega Knight Firecracker Valkyrie Witch
Witch Goblin Gang
Mega Knight Valkyrie Witch Giant Skeleton
Mega Knight Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Goblin Gang Valkyrie Witch
Firecracker Valkyrie Witch Mega Knight
Goblin Gang Witch Electro Wizard Firecracker Valkyrie Giant Skeleton
Valkyrie Mega Knight Firecracker Witch Giant Skeleton Electro Wizard
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.)

Firecracker Valkyrie Giant Skeleton
Firecracker Electro Wizard
Giant Skeleton
Firecracker Valkyrie Giant Skeleton
Firecracker Valkyrie Mega Knight
Firecracker Witch
Firecracker Witch
Firecracker
Firecracker
Goblin Gang Electro Wizard
Firecracker Valkyrie Electro Wizard
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Witch
Firecracker Mega Knight
Firecracker Electro Wizard Mega Knight
Firecracker Valkyrie Witch Mega Knight
Giant Skeleton Mega Knight
Firecracker Valkyrie Witch Mega Knight
Witch
Firecracker Witch Electro Wizard
Witch Mega Knight
Firecracker
Firecracker Witch Electro Wizard
Electro Wizard Firecracker Witch
Mega Knight
Firecracker Electro Wizard
Giant Skeleton Mega Knight
Firecracker
Electro Wizard Goblin Gang Witch
Firecracker Witch Electro Wizard
Goblin Gang Firecracker Valkyrie Electro Wizard Mega Knight
Firecracker
Giant Skeleton
Firecracker Mega Knight
Goblin Gang Firecracker Witch Giant Skeleton Electro Wizard
Firecracker Witch Electro Wizard
Firecracker Witch Giant Skeleton Electro Wizard Mega Knight
Firecracker Mega Knight

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