My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Zappies 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.

Bats Valkyrie Zappies Witch 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.

Zap Fireball

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.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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
Bats
Giant Snowball
Bats Zappies Witch
Zap
Bats Zappies Witch
Barbarian Barrel
Valkyrie Zappies Witch
The Log
Zappies Witch
Earthquake
Zappies Witch
Arrows
Bats Zappies Witch
Royal Delivery
Bats Valkyrie Zappies Witch P.E.K.K.A
Fireball
Zappies Witch
Poison
Bats Zappies Witch
Lightning
Valkyrie Witch
Rocket
Valkyrie Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Bats Valkyrie P.E.K.K.A Mega Knight

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 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.

Bats Zap Fireball Valkyrie Zappies Witch P.E.K.K.A Mega Knight

Shortest cycle

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

12 Bats Zap Fireball Valkyrie

Attack Synergies 4 14

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.

Bats
Valkyrie Mega Knight Zap P.E.K.K.A
Zap
Fireball P.E.K.K.A Bats Valkyrie Zappies Witch Mega Knight
Fireball
Zap Mega Knight
Valkyrie
Bats Zap Zappies Witch P.E.K.K.A
Zappies
Zap Valkyrie P.E.K.K.A Mega Knight
Witch
Zap Valkyrie P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Bats Valkyrie Zappies Witch
Mega Knight
Bats Zap Fireball Zappies Witch

Defense Synergies 2 18

Bats
Zap Valkyrie Zappies P.E.K.K.A Mega Knight
Zap
Fireball Mega Knight Bats Valkyrie Zappies Witch P.E.K.K.A
Fireball
Zap Valkyrie Zappies Mega Knight
Valkyrie
Bats Zap Fireball Zappies Witch P.E.K.K.A
Zappies
Bats Zap Fireball Valkyrie P.E.K.K.A Mega Knight
Witch
Zap Valkyrie Mega Knight
P.E.K.K.A
Bats Zap Valkyrie Zappies
Mega Knight
Zap Bats Fireball Zappies 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.

Zap Fireball Valkyrie Zappies
P.E.K.K.A Bats Zap Valkyrie Zappies Witch Mega Knight
Witch P.E.K.K.A Mega Knight Bats Valkyrie Zappies
Witch P.E.K.K.A Bats Valkyrie Zappies Mega Knight
Fireball Valkyrie P.E.K.K.A Mega Knight
Fireball Bats Zap Valkyrie Zappies Mega Knight
Bats Zap Fireball Zappies Witch
Zap Fireball Valkyrie P.E.K.K.A Mega Knight
Zappies Witch P.E.K.K.A
Valkyrie Zappies Mega Knight
Bats Valkyrie Witch Zap Fireball Zappies Mega Knight
Bats Zap Fireball Zappies Witch
P.E.K.K.A Mega Knight Bats Zap Fireball Valkyrie Zappies Witch
Fireball Valkyrie Mega Knight Bats Zap Zappies Witch P.E.K.K.A
P.E.K.K.A Zappies Mega Knight
Zap Fireball Zappies P.E.K.K.A Mega Knight
Mega Knight Bats Fireball Valkyrie Zappies Witch P.E.K.K.A
Fireball Valkyrie Mega Knight Bats Zap Zappies Witch
Zap Valkyrie Witch Bats Fireball Zappies Mega Knight
P.E.K.K.A Zappies
Valkyrie Mega Knight Bats Fireball Zappies Witch P.E.K.K.A
P.E.K.K.A Zappies

Counters to secondary win conditions

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

Valkyrie Mega Knight Zap Fireball Zappies Witch P.E.K.K.A
Fireball Zap Valkyrie Mega Knight
Zappies P.E.K.K.A Mega Knight Bats Zap Valkyrie Witch
Valkyrie P.E.K.K.A Mega Knight Bats Zap Fireball Zappies
P.E.K.K.A Valkyrie Zappies Witch Mega Knight
Fireball Bats Zap Zappies Witch
P.E.K.K.A Bats Fireball Valkyrie Zappies Witch
P.E.K.K.A Mega Knight Valkyrie Zappies
Zap P.E.K.K.A Mega Knight Bats Fireball Valkyrie Zappies Witch
Witch P.E.K.K.A Zappies
P.E.K.K.A Mega Knight Bats Valkyrie Zappies Witch
P.E.K.K.A Mega Knight Zap Fireball Valkyrie
P.E.K.K.A Mega Knight Fireball Valkyrie Zappies Witch
Fireball Valkyrie Zappies Witch Mega Knight
Zappies Witch Bats Zap Fireball Valkyrie P.E.K.K.A
Bats Valkyrie Mega Knight Zap Fireball Zappies Witch P.E.K.K.A
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 Valkyrie
Fireball Zap
Fireball
Fireball Valkyrie
Fireball Zap Valkyrie Mega Knight
Fireball Bats Zap Witch
Witch
Fireball Zap
Fireball Zap
Bats Fireball
Zap Fireball Valkyrie
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball Mega Knight
Fireball
Bats
Zap Fireball Mega Knight
Zap Fireball Valkyrie Witch Mega Knight
Fireball Mega Knight
Fireball
Zap Fireball
Zap Fireball Valkyrie Witch Mega Knight
Witch
Fireball Zap Witch
Fireball Zap Witch Mega Knight
Fireball Zap
Bats Zap Fireball Witch
Zap Bats Fireball Zappies Witch
Fireball
Zap Fireball Mega Knight
Zap Fireball Zappies
P.E.K.K.A Mega Knight
Fireball
Zap Bats Fireball Zappies Witch
Fireball Zap Zappies Witch
Fireball
Fireball Valkyrie Mega Knight
Zap Fireball
Zap Fireball
P.E.K.K.A Mega Knight
Zap Bats Fireball Zappies Witch
Bats Zap Fireball Zappies Witch
Zap Fireball Witch Mega Knight
P.E.K.K.A
Fireball Mega Knight

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