My Best Clash Royale Deck

Deck Check Rating

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

2 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 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.

Knight Valkyrie Battle Ram Dark Prince Witch

Offensive cards

Win conditions

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

Battle Ram

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

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

Mini P.E.K.K.A Battle Ram Dark 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.

Goblins Knight Mini P.E.K.K.A Valkyrie Battle Ram Dark Prince

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.

Mini P.E.K.K.A Valkyrie Dark Prince

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
Battle Ram Dark Prince
Giant Snowball
Goblins Battle Ram Witch
Zap
Goblins Battle Ram Dark Prince Witch
Barbarian Barrel
Goblins Knight Valkyrie Battle Ram Dark Prince Witch
The Log
Goblins Mini P.E.K.K.A Battle Ram Dark Prince Witch
Earthquake
Witch
Arrows
Goblins Witch
Royal Delivery
Goblins Knight Mini P.E.K.K.A Valkyrie Battle Ram Dark Prince Witch
Fireball
Battle Ram Witch
Poison
Witch
Lightning
Knight Mini P.E.K.K.A Valkyrie Battle Ram Dark Prince Witch
Rocket
Valkyrie Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Dark Prince

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 Mini P.E.K.K.A Valkyrie Battle Ram Dark Prince

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.

Goblins 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Knight Mini P.E.K.K.A Valkyrie Battle Ram Dark Prince Witch

Shortest cycle

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

11 Goblins Zap Knight Mini P.E.K.K.A

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.

Goblins
Zap Valkyrie Battle Ram
Zap
Battle Ram Goblins Knight Mini P.E.K.K.A Valkyrie Dark Prince Witch
Knight
Battle Ram Zap Witch
Mini P.E.K.K.A
Zap Valkyrie Dark Prince
Valkyrie
Goblins Zap Mini P.E.K.K.A Battle Ram Dark Prince Witch
Battle Ram
Zap Knight Goblins Valkyrie Witch
Dark Prince
Zap Mini P.E.K.K.A Valkyrie Witch
Witch
Zap Knight Valkyrie Battle Ram Dark Prince

Defense Synergies 1 12

Goblins
Zap Knight
Zap
Mini P.E.K.K.A Goblins Knight Valkyrie Dark Prince Witch
Knight
Goblins Zap Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Zap Knight Valkyrie Witch
Valkyrie
Zap Mini P.E.K.K.A Witch
Battle Ram
Dark Prince
Zap Witch
Witch
Zap Knight Mini P.E.K.K.A Valkyrie Dark Prince

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 Valkyrie
Mini P.E.K.K.A Goblins Zap Knight Valkyrie Dark Prince Witch
Mini P.E.K.K.A Witch Goblins Knight Valkyrie Dark Prince
Mini P.E.K.K.A Witch Goblins Knight Valkyrie Dark Prince
Mini P.E.K.K.A Valkyrie Dark Prince
Goblins Zap Valkyrie Dark Prince
Zap Witch
Zap Valkyrie
Mini P.E.K.K.A Witch Goblins
Knight Goblins Mini P.E.K.K.A Valkyrie Dark Prince
Goblins Valkyrie Witch Zap Knight Dark Prince
Zap Witch
Mini P.E.K.K.A Zap Knight Valkyrie Dark Prince Witch
Valkyrie Goblins Zap Mini P.E.K.K.A Dark Prince Witch
Mini P.E.K.K.A Knight
Zap Mini P.E.K.K.A
Goblins Knight Mini P.E.K.K.A Valkyrie Dark Prince Witch
Valkyrie Goblins Zap Knight Dark Prince Witch
Zap Valkyrie Witch Knight Dark Prince
Mini P.E.K.K.A
Valkyrie Dark Prince Goblins Knight Mini P.E.K.K.A Witch
Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Valkyrie Goblins Zap Dark Prince Witch
Zap Knight Mini P.E.K.K.A Valkyrie
Goblins Zap Knight Mini P.E.K.K.A Valkyrie Dark Prince Witch
Mini P.E.K.K.A Valkyrie Dark Prince Zap Knight
Knight Mini P.E.K.K.A Valkyrie Dark Prince Witch
Zap Witch
Mini P.E.K.K.A Dark Prince Goblins Knight Valkyrie Witch
Mini P.E.K.K.A Knight Valkyrie Dark Prince
Zap Goblins Knight Mini P.E.K.K.A Valkyrie Dark Prince Witch
Witch
Knight Mini P.E.K.K.A Valkyrie Dark Prince Witch
Zap Valkyrie Dark Prince
Mini P.E.K.K.A Dark Prince Knight Valkyrie Witch
Valkyrie Witch
Witch Goblins Zap Knight Mini P.E.K.K.A Valkyrie Dark Prince
Valkyrie Zap Mini P.E.K.K.A Dark Prince Witch
Zap

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
Zap
Knight Valkyrie Dark Prince
Zap Valkyrie Dark Prince
Zap Witch
Witch
Zap
Zap
Goblins Mini P.E.K.K.A
Zap Knight Valkyrie Dark Prince
Zap
Knight
Zap
Zap Witch
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Dark Prince
Zap Valkyrie Witch
Zap
Zap Valkyrie Dark Prince Witch
Witch
Zap Witch
Zap Witch
Zap
Zap Witch
Zap Witch
Mini P.E.K.K.A
Zap
Zap
Zap Dark Prince Witch
Zap Witch
Knight Mini P.E.K.K.A Valkyrie Dark Prince
Zap
Zap
Dark Prince
Zap Witch
Zap Witch
Zap Dark Prince Witch

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