My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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!

Similar decks

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 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.

Goblin Barrel

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.

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Wizard 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.

Valkyrie Guards 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.

Goblin Barrel

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 Goblin Barrel 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.

Zap Goblin Barrel Guards Valkyrie Electro Wizard Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

12 Zap Goblin Barrel Guards Valkyrie

Attack Synergies 4 12

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
P.E.K.K.A Electro Wizard Valkyrie Guards Mega Knight
Valkyrie
Goblin Barrel Zap Wizard P.E.K.K.A Electro Wizard
Wizard
Valkyrie P.E.K.K.A Mega Knight
Goblin Barrel
Valkyrie Guards P.E.K.K.A Mega Knight
Guards
Zap Goblin Barrel
P.E.K.K.A
Zap Electro Wizard Valkyrie Wizard Goblin Barrel
Electro Wizard
Zap P.E.K.K.A Valkyrie Mega Knight
Mega Knight
Zap Wizard Goblin Barrel Electro Wizard

Defense Synergies 2 13

Zap
Electro Wizard Mega Knight Valkyrie Guards P.E.K.K.A
Valkyrie
Zap Wizard P.E.K.K.A Electro Wizard
Wizard
Valkyrie Guards P.E.K.K.A Electro Wizard Mega Knight
Goblin Barrel
Guards
Zap Wizard Electro Wizard
P.E.K.K.A
Zap Valkyrie Wizard Electro Wizard
Electro Wizard
Zap Valkyrie Wizard Guards P.E.K.K.A Mega Knight
Mega Knight
Zap Wizard 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.

Zap Valkyrie Wizard Electro Wizard
P.E.K.K.A Zap Valkyrie Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Valkyrie Electro Wizard
P.E.K.K.A Valkyrie Guards Electro Wizard Mega Knight
Valkyrie P.E.K.K.A Mega Knight
Zap Valkyrie Guards Electro Wizard Mega Knight
Electro Wizard Zap Wizard
Zap Valkyrie P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Guards Valkyrie Electro Wizard Mega Knight
Valkyrie Guards Electro Wizard Zap Wizard Mega Knight
Zap Wizard Electro Wizard
P.E.K.K.A Mega Knight Zap Valkyrie Wizard Guards Electro Wizard
Valkyrie Wizard Mega Knight Zap Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight
Wizard Mega Knight Valkyrie P.E.K.K.A Electro Wizard
Valkyrie Mega Knight Zap Wizard Guards Electro Wizard
Zap Valkyrie Wizard Guards Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Valkyrie Wizard Mega Knight Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Guards

Counters to secondary win conditions

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

Valkyrie Guards Mega Knight Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Valkyrie Wizard Mega Knight
Guards P.E.K.K.A Mega Knight Zap Valkyrie Electro Wizard
Valkyrie Guards P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Valkyrie Guards Mega Knight
Wizard Zap Electro Wizard
Guards P.E.K.K.A Valkyrie Electro Wizard
P.E.K.K.A Mega Knight Valkyrie
Zap P.E.K.K.A Electro Wizard Mega Knight Valkyrie
P.E.K.K.A Guards
P.E.K.K.A Mega Knight Valkyrie Guards
P.E.K.K.A Mega Knight Zap Valkyrie Guards Electro Wizard
P.E.K.K.A Mega Knight Valkyrie Wizard Guards
Wizard Valkyrie Mega Knight
Guards Electro Wizard Zap Valkyrie P.E.K.K.A
Valkyrie Mega Knight Zap Wizard P.E.K.K.A Electro Wizard
Zap 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
Zap Electro Wizard
Valkyrie Guards
Wizard Zap Valkyrie Mega Knight
Wizard Zap
Wizard
Zap Wizard
Zap Wizard
Guards Electro Wizard
Zap Valkyrie Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard
Wizard Mega Knight
Zap Wizard Electro Wizard Mega Knight
Zap Valkyrie Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Valkyrie Wizard Mega Knight
Zap Wizard Electro Wizard
Zap Wizard Mega Knight
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard Guards
Zap Wizard Mega Knight
Zap Electro Wizard
P.E.K.K.A Mega Knight
Wizard
Zap Electro Wizard Guards
Zap Wizard Electro Wizard
Valkyrie Wizard Electro Wizard Mega Knight
Zap Wizard
Zap
P.E.K.K.A Mega Knight
Zap Guards Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight
P.E.K.K.A
Wizard Mega Knight

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