My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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 Witch P.E.K.K.A 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.

Zap Fireball

Punishments

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

Goblin Gang Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Goblin Gang 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.

Valkyrie

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
Goblin Gang
Giant Snowball
Goblin Gang Witch
Zap
Goblin Gang Witch
Barbarian Barrel
Knight Goblin Gang Valkyrie Witch
The Log
Goblin Gang Witch
Earthquake
Goblin Gang Witch
Arrows
Goblin Gang Witch
Royal Delivery
Knight Goblin Gang Valkyrie Witch P.E.K.K.A
Fireball
Goblin Gang Witch
Poison
Goblin Gang Witch
Lightning
Knight Valkyrie Witch
Rocket
Valkyrie Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Knight Valkyrie P.E.K.K.A Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Goblin Gang Fireball 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.

Zap Knight Goblin Gang Fireball Valkyrie Witch P.E.K.K.A Mega Knight

Shortest cycle

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

12 Zap Knight Goblin Gang Fireball

Attack Synergies 3 13

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
Fireball P.E.K.K.A Knight Valkyrie Witch Mega Knight
Knight
Goblin Gang Zap Fireball Witch
Goblin Gang
Knight Valkyrie P.E.K.K.A
Fireball
Zap Knight Mega Knight
Valkyrie
Zap Goblin Gang Witch P.E.K.K.A
Witch
Zap Knight Valkyrie P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Goblin Gang Valkyrie Witch
Mega Knight
Zap Fireball Witch

Defense Synergies 3 14

Zap
Fireball Mega Knight Knight Goblin Gang Valkyrie Witch P.E.K.K.A
Knight
Goblin Gang Zap Fireball Witch
Goblin Gang
Knight Zap Valkyrie P.E.K.K.A
Fireball
Zap Knight Valkyrie Mega Knight
Valkyrie
Zap Goblin Gang Fireball Witch P.E.K.K.A
Witch
Zap Knight Valkyrie Mega Knight
P.E.K.K.A
Zap Goblin Gang Valkyrie
Mega Knight
Zap Fireball Witch

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 Fireball Valkyrie
P.E.K.K.A Zap Knight Goblin Gang Valkyrie Witch Mega Knight
Goblin Gang Witch P.E.K.K.A Mega Knight Knight Valkyrie
Witch P.E.K.K.A Knight Goblin Gang Valkyrie Mega Knight
Fireball Valkyrie P.E.K.K.A Mega Knight
Goblin Gang Fireball Zap Valkyrie Mega Knight
Zap Goblin Gang Fireball Witch
Zap Fireball Valkyrie P.E.K.K.A Mega Knight
Witch P.E.K.K.A Goblin Gang
Knight Goblin Gang Valkyrie Mega Knight
Goblin Gang Valkyrie Witch Zap Knight Fireball Mega Knight
Zap Goblin Gang Fireball Witch
P.E.K.K.A Mega Knight Zap Knight Goblin Gang Fireball Valkyrie Witch
Fireball Valkyrie Mega Knight Zap Goblin Gang Witch P.E.K.K.A
P.E.K.K.A Knight Goblin Gang Mega Knight
Zap Goblin Gang Fireball P.E.K.K.A Mega Knight
Mega Knight Knight Goblin Gang Fireball Valkyrie Witch P.E.K.K.A
Fireball Mega Knight Zap Knight Goblin Gang Valkyrie Witch
Zap Valkyrie Witch Knight Fireball Mega Knight
P.E.K.K.A
Goblin Gang Valkyrie Mega Knight Knight Fireball Witch P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang Valkyrie Mega Knight Zap Fireball Witch P.E.K.K.A
Fireball Zap Knight Goblin Gang Valkyrie Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Zap Knight Valkyrie Witch
Goblin Gang Valkyrie P.E.K.K.A Mega Knight Zap Knight Fireball
P.E.K.K.A Knight Goblin Gang Valkyrie Witch Mega Knight
Fireball Zap Goblin Gang Witch
Goblin Gang P.E.K.K.A Knight Fireball Valkyrie Witch
P.E.K.K.A Mega Knight Knight Valkyrie
Zap P.E.K.K.A Mega Knight Knight Fireball Valkyrie Witch
Witch P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight Knight Valkyrie Witch
P.E.K.K.A Mega Knight Zap Fireball Valkyrie
P.E.K.K.A Mega Knight Knight Goblin Gang Fireball Valkyrie Witch
Fireball Valkyrie Witch Mega Knight
Goblin Gang Witch Zap Knight Fireball Valkyrie P.E.K.K.A
Valkyrie Mega Knight Zap Fireball Witch P.E.K.K.A
Zap Fireball

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.)

Fireball Knight Valkyrie
Fireball Zap
Fireball
Knight Fireball Valkyrie
Fireball Zap Valkyrie Mega Knight
Fireball Zap Witch
Witch
Fireball Zap
Fireball Zap
Goblin Gang Fireball
Zap Knight Fireball Valkyrie
Fireball Zap
Knight Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball Mega Knight
Fireball
Zap Fireball Mega Knight
Zap Fireball Valkyrie Witch Mega Knight
Fireball Mega Knight
Fireball
Zap Fireball
Zap Fireball Valkyrie Witch Mega Knight
Witch
Fireball Zap Witch
Fireball Zap Witch Mega Knight
Fireball Zap
Zap Fireball Witch
Zap Fireball Witch
Fireball
Zap Fireball Mega Knight
Zap Fireball
P.E.K.K.A Mega Knight
Fireball
Zap Goblin Gang Fireball Witch
Fireball Zap Witch
Fireball
Fireball Knight Goblin Gang Valkyrie Mega Knight
Zap Fireball
Zap Fireball
P.E.K.K.A Mega Knight
Zap Goblin Gang Fireball Witch
Zap Fireball Witch
Zap Fireball Witch Mega Knight
P.E.K.K.A
Fireball Mega Knight

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