My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 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 No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Baby Dragon 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 Baby Dragon P.E.K.K.A Royal Ghost Electro Wizard 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.

Missing

Punishments

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

Royal Ghost 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Baby Dragon Royal Ghost 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.

Knight Valkyrie Baby Dragon P.E.K.K.A Royal Ghost 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.

Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Royal Ghost Valkyrie Baby Dragon Electro Wizard Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

14 Knight Royal Ghost Valkyrie Baby Dragon

Attack Synergies 2 16

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.

Knight
Baby Dragon Wizard Electro Wizard
Valkyrie
Wizard Baby Dragon P.E.K.K.A Royal Ghost Electro Wizard
Wizard
Knight Valkyrie P.E.K.K.A Royal Ghost Mega Knight
Baby Dragon
Knight Valkyrie P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Electro Wizard Valkyrie Wizard Baby Dragon
Royal Ghost
Valkyrie Wizard Electro Wizard Mega Knight
Electro Wizard
P.E.K.K.A Knight Valkyrie Baby Dragon Royal Ghost Mega Knight
Mega Knight
Wizard Baby Dragon Royal Ghost Electro Wizard

Defense Synergies 1 16

Knight
Electro Wizard Wizard Baby Dragon
Valkyrie
Wizard Baby Dragon P.E.K.K.A Electro Wizard
Wizard
Knight Valkyrie P.E.K.K.A Royal Ghost Electro Wizard Mega Knight
Baby Dragon
Knight Valkyrie P.E.K.K.A Mega Knight
P.E.K.K.A
Valkyrie Wizard Baby Dragon Electro Wizard
Royal Ghost
Wizard Electro Wizard Mega Knight
Electro Wizard
Knight Valkyrie Wizard P.E.K.K.A Royal Ghost Mega Knight
Mega Knight
Wizard Baby Dragon Royal Ghost Electro Wizard

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 Baby Dragon Electro Wizard
P.E.K.K.A Knight Valkyrie Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Knight Valkyrie Electro Wizard
P.E.K.K.A Knight Valkyrie Electro Wizard Mega Knight
Valkyrie P.E.K.K.A Mega Knight
Valkyrie Baby Dragon Royal Ghost Electro Wizard Mega Knight
Electro Wizard Wizard Baby Dragon
Valkyrie Baby Dragon P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Knight Valkyrie Royal Ghost Electro Wizard Mega Knight
Valkyrie Electro Wizard Knight Wizard Baby Dragon Royal Ghost Mega Knight
Wizard Baby Dragon Electro Wizard
P.E.K.K.A Mega Knight Knight Valkyrie Wizard Electro Wizard
Valkyrie Wizard Mega Knight Baby Dragon P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Knight Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard Mega Knight
Wizard Mega Knight Knight Valkyrie P.E.K.K.A Electro Wizard
Valkyrie Mega Knight Knight Wizard Baby Dragon Royal Ghost Electro Wizard
Valkyrie Wizard Baby Dragon Knight Royal Ghost Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Valkyrie Wizard Royal Ghost Mega Knight Knight Baby Dragon 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 Mega Knight P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Knight Valkyrie Wizard Baby Dragon Royal Ghost Mega Knight
P.E.K.K.A Mega Knight Knight Valkyrie Electro Wizard
Valkyrie P.E.K.K.A Mega Knight Knight Electro Wizard
P.E.K.K.A Knight Valkyrie Mega Knight
Wizard Baby Dragon Electro Wizard
P.E.K.K.A Knight Valkyrie Electro Wizard
P.E.K.K.A Mega Knight Knight Valkyrie
P.E.K.K.A Electro Wizard Mega Knight Knight Valkyrie Baby Dragon
P.E.K.K.A
P.E.K.K.A Mega Knight Knight Valkyrie
P.E.K.K.A Mega Knight Valkyrie Electro Wizard
P.E.K.K.A Mega Knight Knight Valkyrie Wizard
Wizard Valkyrie Baby Dragon Mega Knight
Electro Wizard Knight Valkyrie Baby Dragon P.E.K.K.A
Valkyrie Mega Knight Wizard Baby Dragon P.E.K.K.A Royal Ghost Electro Wizard
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.)

Knight Valkyrie Baby Dragon Royal Ghost
Baby Dragon Royal Ghost Electro Wizard
Baby Dragon
Knight Valkyrie
Wizard Valkyrie Baby Dragon Mega Knight
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Electro Wizard
Knight Valkyrie Wizard Electro Wizard
Wizard Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Electro Wizard Mega Knight
Valkyrie Wizard Baby Dragon Mega Knight
Baby Dragon Mega Knight
Wizard
Baby Dragon
Valkyrie Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Royal Ghost Electro Wizard
Wizard Baby Dragon Mega Knight
Baby Dragon
Wizard Baby Dragon Electro Wizard
Electro Wizard Wizard
Wizard Mega Knight
Electro Wizard
P.E.K.K.A Mega Knight
Wizard
Electro Wizard
Wizard Baby Dragon Electro Wizard
Knight Valkyrie Wizard Baby Dragon Electro Wizard Mega Knight
Wizard Baby Dragon
P.E.K.K.A Mega Knight
Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Royal Ghost Electro Wizard Mega Knight
P.E.K.K.A
Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: