My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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!
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!
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.

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.

Valkyrie Witch Prince P.E.K.K.A Goblinstein

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 Arrows

Punishments

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

Prince

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 Prince P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Valkyrie

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.

Arrows Valkyrie Guards Prince P.E.K.K.A

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Guards Valkyrie Witch Prince Goblinstein P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Guards Valkyrie

Attack Synergies 5 8

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
Arrows Prince P.E.K.K.A Valkyrie Guards Witch
Arrows
Zap P.E.K.K.A Prince
Valkyrie
Prince Zap Witch P.E.K.K.A
Guards
Zap
Witch
Zap Valkyrie Prince P.E.K.K.A
Prince
Zap Valkyrie Arrows Witch
P.E.K.K.A
Zap Arrows Valkyrie Witch
Goblinstein

Defense Synergies 0 15

Zap
Arrows Valkyrie Guards Witch Prince P.E.K.K.A
Arrows
Zap Valkyrie Prince P.E.K.K.A
Valkyrie
Zap Arrows Witch Prince P.E.K.K.A
Guards
Zap Witch Prince
Witch
Zap Valkyrie Guards Prince
Prince
Zap Arrows Valkyrie Guards Witch
P.E.K.K.A
Zap Arrows 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 Valkyrie
P.E.K.K.A Zap Valkyrie Witch Prince
Witch Prince P.E.K.K.A Valkyrie
Witch Prince P.E.K.K.A Valkyrie Guards
Arrows Valkyrie Prince P.E.K.K.A
Arrows Zap Valkyrie Guards
Zap Arrows Witch
Zap Arrows Valkyrie P.E.K.K.A
Witch P.E.K.K.A Prince
Guards Valkyrie Prince
Valkyrie Guards Witch Zap Arrows
Arrows Zap Witch
Prince P.E.K.K.A Zap Valkyrie Guards Witch
Valkyrie Zap Arrows Guards Witch Prince P.E.K.K.A
P.E.K.K.A Prince
Zap Prince P.E.K.K.A
Arrows Valkyrie Witch Prince P.E.K.K.A
Arrows Valkyrie Zap Guards Witch Prince
Zap Arrows Valkyrie Witch Guards
P.E.K.K.A Prince
Valkyrie Arrows Guards Witch Prince P.E.K.K.A

Counters to secondary win conditions

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

Valkyrie Guards Zap Witch Prince P.E.K.K.A
Zap Arrows Valkyrie Prince
Guards P.E.K.K.A Zap Valkyrie Witch Prince
Valkyrie Guards Prince P.E.K.K.A Zap
P.E.K.K.A Valkyrie Guards Witch Prince
Arrows Zap Witch
Guards Prince P.E.K.K.A Valkyrie Witch
P.E.K.K.A Valkyrie Prince
Zap P.E.K.K.A Valkyrie Witch Prince
Witch P.E.K.K.A Guards
P.E.K.K.A Valkyrie Guards Witch Prince
P.E.K.K.A Zap Arrows Valkyrie Guards Prince
Prince P.E.K.K.A Valkyrie Guards Witch
Valkyrie Witch
Guards Witch Zap Valkyrie Prince P.E.K.K.A
Arrows Valkyrie Zap Witch P.E.K.K.A
Zap 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 Guards
Arrows Zap
Arrows
Arrows Valkyrie Guards Prince
Zap Arrows Valkyrie
Arrows Zap Witch
Arrows Witch
Arrows Zap
Arrows Zap
Guards Prince
Zap Arrows Valkyrie Prince
Zap Arrows
Arrows
Zap Arrows Prince
Zap Arrows Witch
Arrows
Arrows
Zap Arrows Prince
Zap Arrows Valkyrie Witch
Prince
Arrows
Prince
Zap Arrows
Zap Arrows Valkyrie Witch
Witch
Arrows Zap Witch
Zap Arrows Witch Prince
Zap Arrows
Zap Arrows Witch
Zap Guards Witch
Zap Arrows
Zap Arrows
P.E.K.K.A Prince
Arrows
Zap Guards Witch Prince
Zap Arrows Witch
Arrows
Valkyrie Prince
Arrows Zap
Zap Arrows
Prince P.E.K.K.A
Zap Guards Witch
Zap Witch
Zap Witch Prince
Prince P.E.K.K.A

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