My Best Clash Royale Deck

Deck Check Rating

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

4 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 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 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.

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.

Valkyrie Balloon Fisherman Electro Wizard Mega Knight Goblinstein

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Rage

Punishments

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

Balloon 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 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 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
Balloon Fisherman
Giant Snowball
Balloon Fisherman
Zap
Balloon Fisherman
Barbarian Barrel
Valkyrie Electro Wizard
The Log
Fisherman
Earthquake
Arrows
Royal Delivery
Valkyrie Balloon Fisherman Electro Wizard
Fireball
Balloon Fisherman Electro Wizard
Poison
Balloon Fisherman Electro Wizard
Lightning
Valkyrie Balloon Fisherman Electro Wizard Goblinstein
Rocket
Valkyrie Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Fisherman Valkyrie Electro Wizard Balloon Goblinstein Mega Knight

Shortest cycle

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

11 Zap Rage Fisherman Valkyrie

Attack Synergies 4 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
Balloon Electro Wizard Valkyrie Fisherman Mega Knight
Valkyrie
Balloon Zap Fisherman Electro Wizard
Rage
Balloon Electro Wizard
Balloon
Zap Valkyrie Rage Fisherman Electro Wizard Mega Knight
Fisherman
Zap Valkyrie Balloon Mega Knight
Electro Wizard
Zap Valkyrie Rage Balloon Mega Knight
Mega Knight
Zap Balloon Fisherman Electro Wizard
Goblinstein

Defense Synergies 2 6

Zap
Electro Wizard Mega Knight Valkyrie Fisherman
Valkyrie
Zap Fisherman Electro Wizard
Rage
Balloon
Fisherman
Zap Valkyrie Mega Knight
Electro Wizard
Zap Valkyrie Mega Knight
Mega Knight
Zap Fisherman Electro Wizard
Goblinstein

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 Valkyrie Electro Wizard
Zap Valkyrie Fisherman Electro Wizard Mega Knight
Fisherman Mega Knight Valkyrie Electro Wizard
Valkyrie Fisherman Electro Wizard Mega Knight
Valkyrie Mega Knight
Zap Valkyrie Electro Wizard Mega Knight
Electro Wizard Zap
Zap Valkyrie Electro Wizard Mega Knight
Fisherman
Valkyrie Fisherman Electro Wizard Mega Knight
Valkyrie Electro Wizard Zap Fisherman Mega Knight
Zap Electro Wizard
Mega Knight Zap Valkyrie Electro Wizard
Valkyrie Mega Knight Zap Electro Wizard
Electro Wizard Mega Knight
Zap Fisherman Electro Wizard Mega Knight
Mega Knight Valkyrie Fisherman Electro Wizard
Mega Knight Zap Valkyrie Fisherman Electro Wizard
Zap Valkyrie Fisherman Electro Wizard Mega Knight
Fisherman Electro Wizard
Valkyrie Mega Knight Fisherman Electro Wizard

Counters to secondary win conditions

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

Valkyrie Mega Knight Zap Fisherman Electro Wizard
Electro Wizard Zap Valkyrie Fisherman Mega Knight
Mega Knight Zap Valkyrie Fisherman Electro Wizard
Valkyrie Mega Knight Zap Fisherman Electro Wizard
Valkyrie Fisherman Mega Knight
Zap Electro Wizard
Valkyrie Electro Wizard
Mega Knight Valkyrie Fisherman
Zap Electro Wizard Mega Knight Valkyrie
Mega Knight Valkyrie
Mega Knight Zap Valkyrie Electro Wizard
Mega Knight Valkyrie
Valkyrie Mega Knight
Electro Wizard Zap Valkyrie Fisherman
Valkyrie Mega Knight Zap Electro Wizard
Zap 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.)

Valkyrie
Zap Fisherman Electro Wizard
Valkyrie
Zap Valkyrie Mega Knight
Zap
Zap
Zap Fisherman
Fisherman Electro Wizard
Zap Valkyrie Fisherman Electro Wizard
Zap
Fisherman
Fisherman
Zap Fisherman
Zap
Mega Knight
Fisherman
Zap Fisherman Electro Wizard Mega Knight
Zap Valkyrie Mega Knight
Mega Knight
Fisherman
Zap
Zap Valkyrie Mega Knight
Fisherman
Zap Fisherman Electro Wizard
Zap Fisherman Mega Knight
Zap Fisherman
Zap Electro Wizard
Zap Electro Wizard
Zap Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard
Zap Electro Wizard
Valkyrie Electro Wizard Mega Knight
Zap
Zap
Mega Knight
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight
Mega Knight

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