My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 P.E.K.K.A Magic Archer 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 The Log

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie The Log 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.

Knight Valkyrie P.E.K.K.A

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Knight Cannon Valkyrie Magic Archer Goblinstein P.E.K.K.A

Shortest cycle

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

10 Zap The Log Knight Cannon

Attack Synergies 2 10

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
P.E.K.K.A Knight Valkyrie The Log Magic Archer
Knight
Zap The Log Magic Archer
Cannon
Valkyrie
Zap P.E.K.K.A Magic Archer
P.E.K.K.A
Zap Magic Archer Valkyrie The Log
The Log
Zap Knight P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A Zap Knight Valkyrie The Log
Goblinstein

Defense Synergies 5 12

Zap
Cannon Knight Valkyrie P.E.K.K.A The Log Magic Archer
Knight
Cannon Magic Archer Zap The Log
Cannon
Zap Knight The Log Valkyrie Magic Archer
Valkyrie
Zap Cannon P.E.K.K.A The Log Magic Archer
P.E.K.K.A
The Log Zap Valkyrie
The Log
Cannon P.E.K.K.A Zap Knight Valkyrie Magic Archer
Magic Archer
Knight Zap Cannon Valkyrie The Log
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 Knight Cannon Valkyrie The Log Magic Archer
P.E.K.K.A Zap Knight Cannon Valkyrie The Log
Cannon P.E.K.K.A Knight Valkyrie
Cannon P.E.K.K.A Knight Valkyrie
Valkyrie P.E.K.K.A The Log
The Log Zap Cannon Valkyrie Magic Archer
Zap Cannon Magic Archer
Zap Cannon Valkyrie P.E.K.K.A The Log Magic Archer
Cannon P.E.K.K.A
Knight Cannon Valkyrie
Valkyrie Zap Knight Cannon The Log Magic Archer
Zap Magic Archer
Cannon P.E.K.K.A Zap Knight Valkyrie The Log
Valkyrie Zap Cannon P.E.K.K.A The Log Magic Archer
P.E.K.K.A Knight Cannon
Zap Cannon P.E.K.K.A The Log
Knight Cannon Valkyrie P.E.K.K.A
Cannon Valkyrie Zap Knight The Log Magic Archer
Zap Valkyrie The Log Knight Cannon Magic Archer
P.E.K.K.A Cannon
Valkyrie Knight Cannon P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight Valkyrie Zap P.E.K.K.A
Zap Knight Valkyrie The Log Magic Archer
P.E.K.K.A Zap Knight Valkyrie The Log
Valkyrie P.E.K.K.A Zap Knight The Log
P.E.K.K.A Knight Cannon Valkyrie
Zap Magic Archer
P.E.K.K.A Knight Valkyrie
P.E.K.K.A Knight Valkyrie
Zap P.E.K.K.A Knight Valkyrie The Log Magic Archer
P.E.K.K.A Cannon
P.E.K.K.A Knight Valkyrie
P.E.K.K.A Zap Valkyrie The Log
P.E.K.K.A Knight Cannon Valkyrie
Cannon Valkyrie Magic Archer
Zap Knight Valkyrie P.E.K.K.A The Log Magic Archer
Valkyrie Zap Cannon P.E.K.K.A The Log Magic Archer
Zap Cannon

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.)

Magic Archer Knight Valkyrie The Log
Zap The Log Magic Archer
The Log Magic Archer
Knight Valkyrie The Log
Zap Valkyrie The Log Magic Archer
Zap Magic Archer
The Log Magic Archer
The Log Zap Magic Archer
The Log Zap
Zap Knight Valkyrie The Log Magic Archer
Zap Magic Archer
Knight The Log Magic Archer
Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Magic Archer The Log
Zap The Log Magic Archer
Zap Valkyrie The Log Magic Archer
The Log Magic Archer
The Log
Zap The Log
Zap The Log Valkyrie Magic Archer
The Log Zap Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Zap Magic Archer
Zap
Zap The Log Magic Archer
Zap Magic Archer
P.E.K.K.A
The Log Magic Archer
Zap Magic Archer
Zap Magic Archer
The Log
Knight Valkyrie Magic Archer
The Log Zap Magic Archer
Zap
P.E.K.K.A
Zap The Log Magic Archer
Zap Magic Archer
Zap The Log Magic Archer
P.E.K.K.A

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