My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Valkyrie Wizard Dark Prince Prince P.E.K.K.A Electro Wizard Sparky

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.

Arrows

Punishments

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

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

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 Dark Prince Sparky

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 Dark Prince Prince P.E.K.K.A Sparky

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.

Arrows Valkyrie Dark Prince Electro Wizard Wizard Prince Sparky P.E.K.K.A

Shortest cycle

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

15 Arrows Valkyrie Dark Prince Electro Wizard

Attack Synergies 5 15

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 Sparky Dark Prince Prince
Valkyrie
Prince Wizard Dark Prince P.E.K.K.A Electro Wizard Sparky
Wizard
Valkyrie Dark Prince Prince P.E.K.K.A Sparky
Dark Prince
Prince Arrows Valkyrie Wizard Electro Wizard Sparky
Prince
Valkyrie Dark Prince Arrows Wizard Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Valkyrie Wizard
Electro Wizard
P.E.K.K.A Valkyrie Dark Prince Prince Sparky
Sparky
Arrows Valkyrie Wizard Dark Prince Electro Wizard

Defense Synergies 0 18

Arrows
Valkyrie Dark Prince Prince P.E.K.K.A Sparky
Valkyrie
Arrows Wizard Prince P.E.K.K.A Electro Wizard Sparky
Wizard
Valkyrie Dark Prince Prince P.E.K.K.A Electro Wizard
Dark Prince
Arrows Wizard Prince Electro Wizard
Prince
Arrows Valkyrie Wizard Dark Prince Electro Wizard
P.E.K.K.A
Arrows Valkyrie Wizard Electro Wizard
Electro Wizard
Valkyrie Wizard Dark Prince Prince P.E.K.K.A
Sparky
Arrows Valkyrie

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.

Valkyrie Wizard Electro Wizard Sparky
P.E.K.K.A Sparky Valkyrie Dark Prince Prince Electro Wizard
Prince P.E.K.K.A Sparky Valkyrie Dark Prince Electro Wizard
Prince P.E.K.K.A Sparky Valkyrie Dark Prince Electro Wizard
Arrows Valkyrie Dark Prince Prince P.E.K.K.A Sparky
Arrows Valkyrie Dark Prince Electro Wizard
Electro Wizard Arrows Wizard
Arrows Valkyrie P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A Sparky Prince
Valkyrie Dark Prince Prince Electro Wizard Sparky
Valkyrie Electro Wizard Arrows Wizard Dark Prince
Arrows Wizard Electro Wizard
Prince P.E.K.K.A Sparky Valkyrie Wizard Dark Prince Electro Wizard
Valkyrie Wizard Sparky Arrows Dark Prince Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Sparky Prince Electro Wizard
Prince P.E.K.K.A Electro Wizard Sparky
Wizard Sparky Arrows Valkyrie Dark Prince Prince P.E.K.K.A Electro Wizard
Arrows Valkyrie Wizard Dark Prince Prince Electro Wizard
Arrows Valkyrie Wizard Dark Prince Electro Wizard
P.E.K.K.A Sparky Prince Electro Wizard
Valkyrie Wizard Dark Prince Arrows Prince P.E.K.K.A Electro Wizard Sparky

Counters to secondary win conditions

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

Valkyrie Dark Prince Prince P.E.K.K.A Electro Wizard Sparky
Electro Wizard Arrows Valkyrie Wizard Prince
P.E.K.K.A Valkyrie Dark Prince Prince Electro Wizard Sparky
Valkyrie Dark Prince Prince P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A Valkyrie Dark Prince Prince Sparky
Arrows Wizard Electro Wizard
Dark Prince Prince P.E.K.K.A Sparky Valkyrie Electro Wizard
P.E.K.K.A Valkyrie Dark Prince Prince Sparky
P.E.K.K.A Electro Wizard Valkyrie Dark Prince Prince Sparky
P.E.K.K.A Sparky
P.E.K.K.A Valkyrie Dark Prince Prince Sparky
P.E.K.K.A Arrows Valkyrie Dark Prince Prince Electro Wizard
Dark Prince Prince P.E.K.K.A Valkyrie Wizard Sparky
Wizard Valkyrie Sparky
Electro Wizard Sparky Valkyrie Dark Prince Prince P.E.K.K.A
Arrows Valkyrie Wizard Dark Prince P.E.K.K.A Electro Wizard Sparky
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 Valkyrie Sparky
Arrows Electro Wizard
Arrows Sparky
Arrows Valkyrie Dark Prince Prince Sparky
Wizard Arrows Valkyrie Dark Prince Sparky
Arrows Wizard
Arrows Wizard Sparky
Arrows Wizard
Arrows Wizard
Prince Electro Wizard Sparky
Arrows Valkyrie Wizard Dark Prince Prince Electro Wizard Sparky
Arrows Wizard
Sparky
Arrows
Arrows Prince Sparky
Arrows Wizard Sparky
Arrows Wizard Sparky
Arrows Sparky
Sparky
Arrows Wizard Dark Prince Prince Electro Wizard Sparky
Arrows Valkyrie Wizard
Prince Sparky
Arrows Wizard
Prince Sparky
Arrows
Arrows Valkyrie Wizard Dark Prince Sparky
Arrows Wizard Electro Wizard Sparky
Arrows Wizard Prince Sparky
Arrows Sparky
Arrows Wizard Electro Wizard Sparky
Electro Wizard Wizard
Sparky
Arrows Wizard Sparky
Arrows Electro Wizard Sparky
P.E.K.K.A Prince Sparky
Arrows Wizard Sparky
Electro Wizard Dark Prince Prince
Arrows Wizard Electro Wizard
Arrows
Valkyrie Wizard Dark Prince Prince Electro Wizard Sparky
Arrows Wizard
Arrows Sparky
Dark Prince Prince P.E.K.K.A Sparky
Electro Wizard Sparky
Electro Wizard
Dark Prince Prince Electro Wizard Sparky
Prince P.E.K.K.A Sparky
Wizard Sparky

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