My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Wizard Baby Dragon Witch

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.

Elixir Golem Valkyrie Wizard Baby Dragon Witch Giant Skeleton

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.

Fireball

Punishments

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

Elite Barbarians Elixir Golem

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.

Elite Barbarians Elixir Golem Valkyrie Baby Dragon Giant Skeleton

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.

Elite Barbarians Valkyrie Giant Skeleton

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
Elite Barbarians Elixir Golem Giant Skeleton
Giant Snowball
Baby Dragon Witch
Zap
Witch
Barbarian Barrel
Elite Barbarians Elixir Golem Valkyrie Wizard Witch Giant Skeleton
The Log
Elite Barbarians Elixir Golem Witch Giant Skeleton
Earthquake
Elixir Golem Witch
Arrows
Witch
Royal Delivery
Elite Barbarians Elixir Golem Valkyrie Wizard Baby Dragon Witch Giant Skeleton
Fireball
Elite Barbarians Elixir Golem Wizard Baby Dragon Witch
Poison
Elixir Golem Wizard Witch
Lightning
Elite Barbarians Valkyrie Wizard Baby Dragon Witch
Rocket
Elite Barbarians Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Wizard Baby Dragon

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 Baby Dragon Giant Skeleton

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.

Elite Barbarians 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 Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Elixir Golem Fireball Valkyrie Baby Dragon Wizard Witch Elite Barbarians Giant Skeleton

Shortest cycle

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

15 Elixir Golem Fireball Valkyrie Baby Dragon

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.

Elite Barbarians
Valkyrie Fireball Wizard
Elixir Golem
Fireball Wizard Baby Dragon Witch
Fireball
Elite Barbarians Elixir Golem Baby Dragon
Valkyrie
Elite Barbarians Wizard Baby Dragon Witch Giant Skeleton
Wizard
Elite Barbarians Elixir Golem Valkyrie Giant Skeleton
Baby Dragon
Elixir Golem Fireball Valkyrie Witch Giant Skeleton
Witch
Elixir Golem Valkyrie Baby Dragon Giant Skeleton
Giant Skeleton
Valkyrie Wizard Baby Dragon Witch

Defense Synergies 1 9

Elite Barbarians
Valkyrie Wizard
Elixir Golem
Fireball
Valkyrie
Valkyrie
Elite Barbarians Fireball Wizard Baby Dragon Witch
Wizard
Elite Barbarians Valkyrie Giant Skeleton
Baby Dragon
Valkyrie Witch Giant Skeleton
Witch
Valkyrie Baby Dragon Giant Skeleton
Giant Skeleton
Wizard Baby Dragon 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.

Fireball Valkyrie Wizard Baby Dragon
Elite Barbarians Valkyrie Witch
Witch Elite Barbarians Valkyrie Giant Skeleton
Elite Barbarians Witch Valkyrie
Elite Barbarians Fireball Valkyrie Giant Skeleton
Fireball Valkyrie Baby Dragon
Fireball Wizard Baby Dragon Witch
Fireball Valkyrie Baby Dragon Giant Skeleton
Witch Elite Barbarians
Elite Barbarians Valkyrie Giant Skeleton
Valkyrie Witch Fireball Wizard Baby Dragon Giant Skeleton
Fireball Wizard Baby Dragon Witch
Elite Barbarians Fireball Valkyrie Wizard Witch Giant Skeleton
Fireball Valkyrie Wizard Baby Dragon Witch
Elite Barbarians
Elite Barbarians Fireball
Wizard Elite Barbarians Fireball Valkyrie Witch
Fireball Valkyrie Elite Barbarians Wizard Baby Dragon Witch
Valkyrie Wizard Baby Dragon Witch Fireball Giant Skeleton
Elite Barbarians
Valkyrie Wizard Elite Barbarians Fireball Baby Dragon Witch Giant Skeleton

Counters to secondary win conditions

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

Valkyrie Elite Barbarians Fireball Witch Giant Skeleton
Fireball Elite Barbarians Valkyrie Wizard Baby Dragon
Giant Skeleton Elite Barbarians Valkyrie Witch
Valkyrie Giant Skeleton Elite Barbarians Fireball
Giant Skeleton Elite Barbarians Valkyrie Witch
Fireball Wizard Baby Dragon Witch
Elite Barbarians Fireball Valkyrie Witch Giant Skeleton
Giant Skeleton Elite Barbarians Valkyrie
Giant Skeleton Elite Barbarians Fireball Valkyrie Baby Dragon Witch
Witch
Elite Barbarians Valkyrie Witch Giant Skeleton
Elite Barbarians Fireball Valkyrie Giant Skeleton
Elite Barbarians Giant Skeleton Fireball Valkyrie Wizard Witch
Wizard Fireball Valkyrie Baby Dragon Witch
Elite Barbarians Witch Fireball Valkyrie Baby Dragon Giant Skeleton
Valkyrie Elite Barbarians Fireball Wizard Baby Dragon Witch Giant Skeleton
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 Baby Dragon Giant Skeleton
Fireball Baby Dragon
Fireball Baby Dragon Giant Skeleton
Fireball Valkyrie Giant Skeleton
Fireball Wizard Valkyrie Baby Dragon
Fireball Wizard Baby Dragon Witch
Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon
Fireball Wizard
Elite Barbarians Fireball
Fireball Valkyrie Wizard
Fireball Wizard Baby Dragon
Elite Barbarians Fireball Baby Dragon
Fireball Baby Dragon
Elite Barbarians Fireball Baby Dragon
Fireball Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon
Fireball
Fireball Wizard Baby Dragon
Fireball Valkyrie Wizard Baby Dragon Witch
Fireball Baby Dragon Giant Skeleton
Fireball Wizard
Fireball Baby Dragon
Fireball Valkyrie Wizard Baby Dragon Witch
Witch
Fireball Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon Witch
Fireball Baby Dragon
Elite Barbarians Fireball Wizard Baby Dragon Witch
Fireball Wizard Witch
Elite Barbarians Fireball
Fireball Wizard
Fireball
Giant Skeleton
Fireball Wizard
Fireball Witch
Fireball Wizard Baby Dragon Witch
Fireball
Fireball Valkyrie Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Giant Skeleton
Elite Barbarians
Elite Barbarians Fireball Baby Dragon Witch Giant Skeleton
Fireball Witch
Fireball Baby Dragon Witch Giant Skeleton
Fireball Wizard

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