My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker

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 Valkyrie Electro Giant Mega Knight

Offensive cards

Win conditions

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

Hog Rider Electro Giant

Damage spells

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

Zap Tornado

Punishments

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

Hog Rider Electro Giant 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.

Valkyrie Hog Rider Electro Giant 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 Hog Rider

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
Hog Rider Guards
Giant Snowball
Hog Rider Guards
Zap
Firecracker Guards
Barbarian Barrel
Firecracker Valkyrie Guards
The Log
Firecracker Hog Rider Guards
Earthquake
Firecracker Hog Rider Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Valkyrie Hog Rider Guards
Fireball
Firecracker Hog Rider
Poison
Firecracker Guards
Lightning
Valkyrie
Rocket
Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Valkyrie Tornado Electro Giant 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.

Valkyrie Guards Tornado Electro Giant Mega Knight

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.

Zap Firecracker Guards Tornado Valkyrie Hog Rider Electro Giant Mega Knight

Shortest cycle

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

11 Zap Firecracker Guards Tornado

Attack Synergies 6 11

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.

Zap
Firecracker Hog Rider Tornado Valkyrie Guards Mega Knight
Firecracker
Zap Hog Rider Valkyrie Tornado Mega Knight
Valkyrie
Hog Rider Zap Firecracker Tornado
Hog Rider
Zap Firecracker Valkyrie Guards Tornado Mega Knight
Guards
Zap Hog Rider
Tornado
Zap Electro Giant Firecracker Valkyrie Hog Rider Mega Knight
Electro Giant
Tornado
Mega Knight
Zap Firecracker Hog Rider Tornado

Defense Synergies 2 10

Zap
Mega Knight Firecracker Valkyrie Guards Tornado
Firecracker
Valkyrie Zap Guards Tornado Mega Knight
Valkyrie
Firecracker Zap Tornado
Hog Rider
Guards
Zap Firecracker
Tornado
Zap Firecracker Valkyrie Electro Giant Mega Knight
Electro Giant
Tornado
Mega Knight
Zap Firecracker Tornado

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.

Zap Firecracker Valkyrie
Zap Firecracker Valkyrie Mega Knight
Tornado Mega Knight Valkyrie
Firecracker Valkyrie Guards Mega Knight
Firecracker Valkyrie Tornado Mega Knight
Tornado Zap Firecracker Valkyrie Guards Mega Knight
Tornado Zap Firecracker
Zap Valkyrie Electro Giant Mega Knight
Tornado
Guards Tornado Firecracker Valkyrie Mega Knight
Valkyrie Guards Zap Firecracker Tornado Electro Giant Mega Knight
Zap Firecracker Tornado
Mega Knight Zap Valkyrie Guards
Valkyrie Mega Knight Zap Firecracker Guards Tornado
Mega Knight
Tornado Zap Electro Giant Mega Knight
Mega Knight Firecracker Valkyrie Tornado
Mega Knight Zap Firecracker Valkyrie Guards Tornado
Zap Valkyrie Tornado Firecracker Guards Mega Knight
Tornado
Valkyrie Mega Knight Firecracker Guards Electro Giant

Counters to secondary win conditions

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

Valkyrie Guards Mega Knight Zap Electro Giant
Zap Firecracker Valkyrie Mega Knight
Guards Mega Knight Zap Valkyrie
Valkyrie Guards Mega Knight Zap Tornado
Valkyrie Guards Mega Knight
Firecracker Electro Giant Zap Tornado
Guards Valkyrie
Mega Knight Valkyrie
Zap Mega Knight Firecracker Valkyrie Tornado
Guards
Mega Knight Valkyrie Guards
Mega Knight Zap Valkyrie Guards Tornado Electro Giant
Mega Knight Valkyrie Guards
Firecracker Valkyrie Electro Giant Mega Knight
Guards Electro Giant Zap Firecracker Valkyrie Tornado
Valkyrie Mega Knight Zap Firecracker Electro Giant
Zap

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 Guards
Firecracker Zap Tornado
Firecracker Valkyrie Guards
Zap Firecracker Valkyrie Mega Knight
Firecracker Electro Giant Zap Tornado
Firecracker Tornado
Zap Firecracker Tornado
Zap Firecracker Tornado
Guards Tornado
Firecracker Zap Valkyrie Tornado
Zap Firecracker Tornado
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker Mega Knight
Tornado
Zap Firecracker Mega Knight
Zap Firecracker Valkyrie Tornado Electro Giant Mega Knight
Mega Knight
Tornado
Tornado
Zap
Zap Firecracker Tornado Electro Giant Valkyrie Mega Knight
Firecracker Zap Tornado
Zap Tornado Mega Knight
Zap Firecracker Tornado
Zap Firecracker Tornado Electro Giant
Zap Firecracker Guards Electro Giant
Zap Mega Knight
Zap Firecracker
Mega Knight
Firecracker
Zap Guards
Zap Firecracker Tornado
Firecracker Valkyrie Mega Knight
Zap Firecracker
Zap Tornado Electro Giant
Firecracker Mega Knight
Zap Electro Giant Firecracker Guards Tornado
Firecracker Zap Tornado
Zap Firecracker Tornado Electro Giant Mega Knight
Firecracker Mega Knight

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