My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard

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.

Knight Valkyrie Wizard Prince P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

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

Knight 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 Goblin Barrel Electro Wizard

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
Goblin Barrel Prince
Giant Snowball
Goblin Barrel
Zap
Goblin Barrel Prince
Barbarian Barrel
Knight Valkyrie Wizard Goblin Barrel Electro Wizard
The Log
Goblin Barrel Prince
Earthquake
Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Knight Valkyrie Wizard Goblin Barrel Prince P.E.K.K.A Electro Wizard
Fireball
Wizard Goblin Barrel Electro Wizard
Poison
Wizard Electro Wizard
Lightning
Knight Valkyrie Wizard Prince Electro Wizard
Rocket
Valkyrie Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard

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 Knight Valkyrie Prince P.E.K.K.A

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.

Goblin Barrel

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.

Wizard Goblin Barrel Electro Wizard

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.

Arrows Knight Goblin Barrel Valkyrie Electro Wizard Wizard Prince P.E.K.K.A

Shortest cycle

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

13 Arrows Knight Goblin Barrel Valkyrie

Attack Synergies 6 13

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.

Arrows
P.E.K.K.A Knight Goblin Barrel Prince
Knight
Goblin Barrel Arrows Wizard Prince Electro Wizard
Valkyrie
Goblin Barrel Prince Wizard P.E.K.K.A Electro Wizard
Wizard
Knight Valkyrie Prince P.E.K.K.A
Goblin Barrel
Knight Valkyrie Prince Arrows P.E.K.K.A
Prince
Valkyrie Goblin Barrel Arrows Knight Wizard Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Valkyrie Wizard Goblin Barrel
Electro Wizard
P.E.K.K.A Knight Valkyrie Prince

Defense Synergies 1 14

Arrows
Knight Valkyrie Prince P.E.K.K.A
Knight
Electro Wizard Arrows Wizard
Valkyrie
Arrows Wizard Prince P.E.K.K.A Electro Wizard
Wizard
Knight Valkyrie Prince P.E.K.K.A Electro Wizard
Goblin Barrel
Prince
Arrows Valkyrie Wizard Electro Wizard
P.E.K.K.A
Arrows Valkyrie Wizard Electro Wizard
Electro Wizard
Knight Valkyrie Wizard Prince P.E.K.K.A

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.

Knight Valkyrie Wizard Electro Wizard
P.E.K.K.A Knight Valkyrie Prince Electro Wizard
Prince P.E.K.K.A Knight Valkyrie Electro Wizard
Prince P.E.K.K.A Knight Valkyrie Electro Wizard
Arrows Valkyrie Prince P.E.K.K.A
Arrows Valkyrie Electro Wizard
Electro Wizard Arrows Wizard
Arrows Valkyrie P.E.K.K.A Electro Wizard
P.E.K.K.A Prince
Knight Valkyrie Prince Electro Wizard
Valkyrie Electro Wizard Arrows Knight Wizard
Arrows Wizard Electro Wizard
Prince P.E.K.K.A Knight Valkyrie Wizard Electro Wizard
Valkyrie Wizard Arrows Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Prince Electro Wizard
Prince P.E.K.K.A Electro Wizard
Wizard Arrows Knight Valkyrie Prince P.E.K.K.A Electro Wizard
Arrows Valkyrie Knight Wizard Prince Electro Wizard
Arrows Valkyrie Wizard Knight Electro Wizard
P.E.K.K.A Prince Electro Wizard
Valkyrie Wizard Arrows Knight Prince P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Knight Valkyrie Prince P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Valkyrie Wizard Prince
P.E.K.K.A Knight Valkyrie Prince Electro Wizard
Valkyrie Prince P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Valkyrie Prince
Arrows Wizard Electro Wizard
Prince P.E.K.K.A Knight Valkyrie Electro Wizard
P.E.K.K.A Knight Valkyrie Prince
P.E.K.K.A Electro Wizard Knight Valkyrie Prince
P.E.K.K.A
P.E.K.K.A Knight Valkyrie Prince
P.E.K.K.A Arrows Valkyrie Prince Electro Wizard
Prince P.E.K.K.A Knight Valkyrie Wizard
Wizard Valkyrie
Electro Wizard Knight Valkyrie Prince P.E.K.K.A
Arrows Valkyrie Wizard P.E.K.K.A Electro Wizard
Arrows Electro Wizard

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 Knight Valkyrie
Arrows Electro Wizard
Arrows
Arrows Knight Valkyrie Prince
Wizard Arrows Valkyrie
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Prince Electro Wizard
Arrows Knight Valkyrie Wizard Prince Electro Wizard
Arrows Wizard
Knight
Arrows
Arrows Prince
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Prince Electro Wizard
Arrows Valkyrie Wizard
Prince
Arrows Wizard
Prince
Arrows
Arrows Valkyrie Wizard
Arrows Wizard Electro Wizard
Arrows Wizard Prince
Arrows
Arrows Wizard Electro Wizard
Electro Wizard Wizard
Arrows Wizard
Arrows Electro Wizard
P.E.K.K.A Prince
Arrows Wizard
Electro Wizard Prince
Arrows Wizard Electro Wizard
Arrows
Knight Valkyrie Wizard Prince Electro Wizard
Arrows Wizard
Arrows
Prince P.E.K.K.A
Electro Wizard
Electro Wizard
Prince Electro Wizard
Prince P.E.K.K.A
Wizard

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