My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Magic Archer

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 Battle Ram P.E.K.K.A Royal Ghost Magic Archer Goblinstein

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Fireball

Punishments

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

Battle Ram Royal Ghost

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.

Valkyrie Battle Ram P.E.K.K.A Royal Ghost Magic Archer

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 Royal Ghost Magic Archer

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
Battle Ram
Giant Snowball
Battle Ram
Zap
Battle Ram
Barbarian Barrel
Valkyrie Battle Ram Royal Ghost Magic Archer
The Log
Battle Ram
Earthquake
Arrows
Royal Delivery
Valkyrie Battle Ram P.E.K.K.A Royal Ghost Magic Archer
Fireball
Battle Ram Magic Archer
Poison
Magic Archer
Lightning
Valkyrie Battle Ram Magic Archer Goblinstein
Rocket
Valkyrie Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Valkyrie Royal Ghost Magic Archer

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 Battle Ram P.E.K.K.A Royal Ghost

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

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 Royal Ghost Fireball Valkyrie Battle Ram Magic Archer Goblinstein P.E.K.K.A

Shortest cycle

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

13 Zap Royal Ghost Fireball Valkyrie

Attack Synergies 5 12

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
Fireball Battle Ram P.E.K.K.A Valkyrie Royal Ghost Magic Archer
Fireball
Zap Battle Ram Magic Archer
Valkyrie
Zap Battle Ram P.E.K.K.A Royal Ghost Magic Archer
Battle Ram
Zap Magic Archer Fireball Valkyrie P.E.K.K.A Royal Ghost
P.E.K.K.A
Zap Magic Archer Valkyrie Battle Ram
Royal Ghost
Zap Valkyrie Battle Ram Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap Fireball Valkyrie Royal Ghost
Goblinstein

Defense Synergies 1 7

Zap
Fireball Valkyrie P.E.K.K.A Royal Ghost Magic Archer
Fireball
Zap Valkyrie
Valkyrie
Zap Fireball P.E.K.K.A Magic Archer
Battle Ram
P.E.K.K.A
Zap Valkyrie
Royal Ghost
Zap
Magic Archer
Zap Valkyrie
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 Fireball Valkyrie Magic Archer
P.E.K.K.A Zap Valkyrie
P.E.K.K.A Valkyrie
P.E.K.K.A Valkyrie
Fireball Valkyrie P.E.K.K.A
Fireball Zap Valkyrie Royal Ghost Magic Archer
Zap Fireball Magic Archer
Zap Fireball Valkyrie P.E.K.K.A Magic Archer
P.E.K.K.A
Valkyrie Royal Ghost
Valkyrie Zap Fireball Royal Ghost Magic Archer
Zap Fireball Magic Archer
P.E.K.K.A Zap Fireball Valkyrie
Fireball Valkyrie Zap P.E.K.K.A Royal Ghost Magic Archer
P.E.K.K.A
Zap Fireball P.E.K.K.A
Fireball Valkyrie P.E.K.K.A
Fireball Zap Valkyrie Royal Ghost Magic Archer
Zap Valkyrie Fireball Royal Ghost Magic Archer
P.E.K.K.A
Valkyrie Royal Ghost Fireball P.E.K.K.A

Counters to secondary win conditions

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

Valkyrie Zap Fireball P.E.K.K.A Royal Ghost
Fireball Zap Valkyrie Royal Ghost Magic Archer
P.E.K.K.A Zap Valkyrie
Valkyrie P.E.K.K.A Zap Fireball
P.E.K.K.A Valkyrie
Fireball Zap Magic Archer
P.E.K.K.A Fireball Valkyrie
P.E.K.K.A Valkyrie
Zap P.E.K.K.A Fireball Valkyrie Magic Archer
P.E.K.K.A
P.E.K.K.A Valkyrie
P.E.K.K.A Zap Fireball Valkyrie
P.E.K.K.A Fireball Valkyrie
Fireball Valkyrie Magic Archer
Zap Fireball Valkyrie P.E.K.K.A Magic Archer
Valkyrie Zap Fireball P.E.K.K.A Royal Ghost Magic Archer
Zap 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 Magic Archer Valkyrie Royal Ghost
Fireball Zap Royal Ghost Magic Archer
Fireball Magic Archer
Fireball Valkyrie
Fireball Zap Valkyrie Magic Archer
Fireball Zap Magic Archer
Magic Archer
Fireball Zap Magic Archer
Fireball Zap
Fireball
Zap Fireball Valkyrie Magic Archer
Fireball Zap Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Magic Archer Fireball
Fireball
Zap Fireball Magic Archer
Zap Fireball Valkyrie Magic Archer
Fireball Magic Archer
Fireball
Zap Fireball
Zap Fireball Valkyrie Magic Archer
Fireball Zap Royal Ghost Magic Archer
Fireball Zap Magic Archer
Fireball Zap Magic Archer
Zap Fireball Magic Archer
Zap Fireball
Fireball
Zap Fireball Magic Archer
Zap Fireball Magic Archer
P.E.K.K.A
Fireball Magic Archer
Zap Fireball Magic Archer
Fireball Zap Magic Archer
Fireball
Fireball Valkyrie Magic Archer
Zap Fireball Magic Archer
Zap Fireball
P.E.K.K.A
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Royal Ghost Magic Archer
P.E.K.K.A
Fireball

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