My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
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!
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.

Fire Spirit Minions

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.

Suspicious Bush Valkyrie P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows

Punishments

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

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.

Fire Spirit Valkyrie P.E.K.K.A 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

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
Minions
Giant Snowball
Fire Spirit Minions
Zap
Fire Spirit Minions
Barbarian Barrel
Fire Spirit Valkyrie
The Log
Fire Spirit Suspicious Bush
Earthquake
Arrows
Fire Spirit Minions Suspicious Bush
Royal Delivery
Fire Spirit Minions Valkyrie P.E.K.K.A
Fireball
Minions Suspicious Bush
Poison
Minions Suspicious Bush
Lightning
Valkyrie
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Valkyrie Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Arrows Suspicious Bush Valkyrie P.E.K.K.A 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.

Fire Spirit Minions

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Fire Spirit Suspicious Bush Arrows Minions Valkyrie P.E.K.K.A Mega Knight

Shortest cycle

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

6 Mirror Fire Spirit Suspicious Bush Arrows

Attack Synergies 5 4

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.

Fire Spirit
Valkyrie P.E.K.K.A
Arrows
Mirror P.E.K.K.A Mega Knight
Minions
Mega Knight Valkyrie P.E.K.K.A
Suspicious Bush
Valkyrie
Fire Spirit Minions P.E.K.K.A
Mirror
Arrows
P.E.K.K.A
Fire Spirit Arrows Minions Valkyrie
Mega Knight
Minions Arrows

Defense Synergies 3 9

Fire Spirit
Valkyrie P.E.K.K.A
Arrows
Mirror Mega Knight Valkyrie P.E.K.K.A
Minions
Valkyrie P.E.K.K.A Mega Knight
Suspicious Bush
Valkyrie
Minions Fire Spirit Arrows Mirror P.E.K.K.A
Mirror
Arrows Valkyrie Mega Knight
P.E.K.K.A
Fire Spirit Arrows Minions Valkyrie
Mega Knight
Arrows Minions Mirror

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.

Minions Valkyrie
P.E.K.K.A Minions Valkyrie Mega Knight
P.E.K.K.A Mega Knight Fire Spirit Minions Valkyrie
P.E.K.K.A Minions Valkyrie Mega Knight
Arrows Valkyrie P.E.K.K.A Mega Knight
Arrows Fire Spirit Minions Valkyrie Mega Knight
Minions Fire Spirit Arrows
Arrows Valkyrie P.E.K.K.A Mega Knight
P.E.K.K.A Minions
Fire Spirit Valkyrie Mega Knight
Minions Valkyrie Arrows Mega Knight
Arrows Minions
P.E.K.K.A Mega Knight Fire Spirit Minions Valkyrie
Fire Spirit Valkyrie Mega Knight Arrows Minions P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Mega Knight Arrows Minions Valkyrie P.E.K.K.A
Fire Spirit Arrows Valkyrie Mega Knight Minions
Arrows Valkyrie Fire Spirit Minions Mega Knight
P.E.K.K.A
Valkyrie Mega Knight Fire Spirit Arrows Minions P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Valkyrie Mega Knight P.E.K.K.A
Arrows Valkyrie Mega Knight
P.E.K.K.A Mega Knight Minions Valkyrie
Valkyrie P.E.K.K.A Mega Knight
P.E.K.K.A Valkyrie Mega Knight
Fire Spirit Arrows Minions
P.E.K.K.A Minions Valkyrie
P.E.K.K.A Mega Knight Valkyrie
P.E.K.K.A Mega Knight Minions Valkyrie
P.E.K.K.A
P.E.K.K.A Mega Knight Minions Valkyrie
P.E.K.K.A Mega Knight Arrows Valkyrie
P.E.K.K.A Mega Knight Valkyrie
Valkyrie Mega Knight
Minions Valkyrie P.E.K.K.A
Arrows Minions Valkyrie Mega Knight P.E.K.K.A
Arrows

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.)

Arrows Valkyrie
Arrows
Arrows
Arrows Valkyrie
Fire Spirit Arrows Valkyrie Mega Knight
Arrows Fire Spirit Minions
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Minions
Arrows Valkyrie
Fire Spirit Arrows
Fire Spirit
Arrows Minions
Arrows
Arrows
Arrows Mega Knight
Arrows
Minions
Fire Spirit Arrows Mega Knight
Fire Spirit Arrows Valkyrie Mega Knight
Minions Mega Knight
Arrows
Arrows
Arrows Fire Spirit Valkyrie Mega Knight
Arrows
Arrows Mega Knight
Arrows
Fire Spirit Arrows
Minions
Arrows Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows
Fire Spirit Minions
Fire Spirit Arrows
Arrows
Valkyrie Mega Knight
Arrows
Arrows
P.E.K.K.A Mega Knight
Minions
Mega Knight
P.E.K.K.A
Mega Knight

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