My Best Clash Royale Deck

Deck Check Rating

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

5 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 No anti-air splash!

You don't have a card, that attacks air and has splash 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!
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.

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 P.E.K.K.A 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.

Rage

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 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.

Barbarians Mini P.E.K.K.A Valkyrie P.E.K.K.A 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.

Mini P.E.K.K.A Valkyrie 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
Guards
Giant Snowball
Barbarians Guards
Zap
Guards
Barbarian Barrel
Barbarians Valkyrie Guards Electro Wizard
The Log
Barbarians Mini P.E.K.K.A Guards
Earthquake
Barbarians Guards
Arrows
Guards
Royal Delivery
Barbarians Mini P.E.K.K.A Valkyrie Guards P.E.K.K.A Electro Wizard
Fireball
Barbarians Electro Wizard
Poison
Barbarians Guards Electro Wizard
Lightning
Mini P.E.K.K.A Valkyrie Electro Wizard
Rocket
Barbarians Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie 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.

Mini P.E.K.K.A Valkyrie Rage Guards P.E.K.K.A 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.

Barbarians 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.

Rage Guards Mini P.E.K.K.A Valkyrie Electro Wizard Barbarians P.E.K.K.A Mega Knight

Shortest cycle

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

13 Rage Guards Mini P.E.K.K.A Valkyrie

Attack Synergies 1 8

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.

Barbarians
Mini P.E.K.K.A
Valkyrie Rage Electro Wizard Mega Knight
Valkyrie
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Rage
Mini P.E.K.K.A Electro Wizard
Guards
P.E.K.K.A
Electro Wizard Valkyrie
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Valkyrie Rage Mega Knight
Mega Knight
Mini P.E.K.K.A Electro Wizard

Defense Synergies 1 7

Barbarians
Mini P.E.K.K.A
Electro Wizard Valkyrie Guards
Valkyrie
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Rage
Guards
Mini P.E.K.K.A Electro Wizard
P.E.K.K.A
Valkyrie Electro Wizard
Electro Wizard
Mini P.E.K.K.A Valkyrie Guards P.E.K.K.A Mega Knight
Mega Knight
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.

Valkyrie Electro Wizard
Barbarians Mini P.E.K.K.A P.E.K.K.A Valkyrie Electro Wizard Mega Knight
Barbarians Mini P.E.K.K.A P.E.K.K.A Mega Knight Valkyrie Electro Wizard
Barbarians Mini P.E.K.K.A P.E.K.K.A Valkyrie Guards Electro Wizard Mega Knight
Barbarians Mini P.E.K.K.A Valkyrie P.E.K.K.A Mega Knight
Valkyrie Guards Electro Wizard Mega Knight
Electro Wizard
Barbarians Valkyrie P.E.K.K.A Electro Wizard Mega Knight
Barbarians Mini P.E.K.K.A P.E.K.K.A
Guards Barbarians Mini P.E.K.K.A Valkyrie Electro Wizard Mega Knight
Barbarians Valkyrie Guards Electro Wizard Mega Knight
Electro Wizard
Barbarians Mini P.E.K.K.A P.E.K.K.A Mega Knight Valkyrie Guards Electro Wizard
Valkyrie Mega Knight Barbarians Mini P.E.K.K.A Guards P.E.K.K.A Electro Wizard
Barbarians Mini P.E.K.K.A P.E.K.K.A Electro Wizard Mega Knight
Barbarians Mini P.E.K.K.A P.E.K.K.A Electro Wizard Mega Knight
Barbarians Mega Knight Mini P.E.K.K.A Valkyrie P.E.K.K.A Electro Wizard
Valkyrie Mega Knight Barbarians Guards Electro Wizard
Valkyrie Barbarians Guards Electro Wizard Mega Knight
Barbarians Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Valkyrie Mega Knight Barbarians Mini P.E.K.K.A Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Valkyrie Guards Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Mini P.E.K.K.A Valkyrie Mega Knight
Barbarians Guards P.E.K.K.A Mega Knight Mini P.E.K.K.A Valkyrie Electro Wizard
Mini P.E.K.K.A Valkyrie Guards P.E.K.K.A Mega Knight Barbarians Electro Wizard
Barbarians P.E.K.K.A Mini P.E.K.K.A Valkyrie Guards Mega Knight
Electro Wizard
Mini P.E.K.K.A Guards P.E.K.K.A Barbarians Valkyrie Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Mega Knight Barbarians Valkyrie
P.E.K.K.A Electro Wizard Mega Knight Barbarians Mini P.E.K.K.A Valkyrie
P.E.K.K.A Barbarians Guards
P.E.K.K.A Mega Knight Barbarians Mini P.E.K.K.A Valkyrie Guards
P.E.K.K.A Mega Knight Barbarians Valkyrie Guards Electro Wizard
Barbarians Mini P.E.K.K.A P.E.K.K.A Mega Knight Valkyrie Guards
Barbarians Valkyrie Mega Knight
Barbarians Guards Electro Wizard Mini P.E.K.K.A Valkyrie P.E.K.K.A
Valkyrie Mega Knight Barbarians Mini P.E.K.K.A P.E.K.K.A 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.)

Valkyrie Guards
Electro Wizard
Barbarians Valkyrie Guards
Valkyrie Mega Knight
Mini P.E.K.K.A Guards Electro Wizard
Valkyrie Electro Wizard
Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Electro Wizard Mega Knight
Valkyrie Mega Knight
Mega Knight
Barbarians
Valkyrie Mega Knight
Electro Wizard
Mega Knight
Electro Wizard
Electro Wizard Guards
Mini P.E.K.K.A
Mega Knight
Electro Wizard
P.E.K.K.A Mega Knight
Electro Wizard Barbarians Guards
Electro Wizard
Mini P.E.K.K.A Valkyrie Electro Wizard Mega Knight
P.E.K.K.A Mega Knight
Guards Electro Wizard
Electro Wizard
Electro Wizard Mega Knight
P.E.K.K.A
Mega Knight

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