My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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 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.

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.

Elixir Golem 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.

Elixir Golem

Damage spells

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

Arrows Lightning

Punishments

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

Elixir Golem Mega Knight

Pump responses

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

Lightning

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Elixir Golem Valkyrie 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Elixir Golem Valkyrie Witch Lightning P.E.K.K.A Mega Knight

Shortest cycle

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

10 Mirror Arrows Elixir Golem Valkyrie

Attack Synergies 3 10

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
Mirror P.E.K.K.A Elixir Golem Lightning Mega Knight
Elixir Golem
Lightning Arrows Mirror Witch
Valkyrie
Witch P.E.K.K.A
Mirror
Arrows Elixir Golem Lightning
Witch
Elixir Golem Valkyrie P.E.K.K.A Mega Knight
Lightning
Elixir Golem Arrows Mirror
P.E.K.K.A
Arrows Valkyrie Witch
Mega Knight
Arrows Witch

Defense Synergies 2 8

Arrows
Mirror Mega Knight Valkyrie Lightning P.E.K.K.A
Elixir Golem
Valkyrie
Arrows Mirror Witch P.E.K.K.A
Mirror
Arrows Valkyrie Mega Knight
Witch
Valkyrie Mega Knight
Lightning
Arrows
P.E.K.K.A
Arrows Valkyrie
Mega Knight
Arrows Mirror 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.

Lightning Valkyrie
P.E.K.K.A Valkyrie Witch Mega Knight
Witch P.E.K.K.A Mega Knight Valkyrie Lightning
Witch P.E.K.K.A Valkyrie Mega Knight
Lightning Arrows Valkyrie P.E.K.K.A Mega Knight
Arrows Valkyrie Mega Knight
Lightning Arrows Witch
Lightning Arrows Valkyrie P.E.K.K.A Mega Knight
Witch P.E.K.K.A
Valkyrie Mega Knight
Valkyrie Witch Arrows Mega Knight
Arrows Witch
P.E.K.K.A Mega Knight Valkyrie Witch Lightning
Valkyrie Mega Knight Arrows Witch P.E.K.K.A
P.E.K.K.A Mega Knight
Lightning P.E.K.K.A Mega Knight
Mega Knight Arrows Valkyrie Witch P.E.K.K.A
Arrows Valkyrie Mega Knight Witch
Arrows Valkyrie Witch Mega Knight
P.E.K.K.A
Valkyrie Mega Knight Arrows Witch P.E.K.K.A

Counters to secondary win conditions

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

Valkyrie Mega Knight Witch P.E.K.K.A
Arrows Valkyrie Lightning Mega Knight
P.E.K.K.A Mega Knight Valkyrie Witch Lightning
Valkyrie Lightning P.E.K.K.A Mega Knight
P.E.K.K.A Valkyrie Witch Mega Knight
Arrows Witch
P.E.K.K.A Valkyrie Witch Lightning
P.E.K.K.A Mega Knight Valkyrie
Lightning P.E.K.K.A Mega Knight Valkyrie Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Valkyrie Witch
Lightning P.E.K.K.A Mega Knight Arrows Valkyrie
Lightning P.E.K.K.A Mega Knight Valkyrie Witch
Valkyrie Witch Mega Knight
Witch Valkyrie Lightning P.E.K.K.A
Arrows Valkyrie Mega Knight Witch P.E.K.K.A
Arrows

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.)

Lightning Arrows Valkyrie
Arrows
Lightning Arrows
Lightning Arrows Valkyrie
Arrows Valkyrie Mega Knight
Arrows Witch
Arrows Witch
Arrows Lightning
Arrows Lightning
Lightning
Lightning Arrows Valkyrie
Lightning Arrows
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows Witch
Lightning Arrows Mega Knight
Lightning Arrows
Lightning
Lightning Arrows Mega Knight
Lightning Arrows Valkyrie Witch Mega Knight
Lightning Mega Knight
Lightning Arrows
Lightning
Lightning Arrows
Arrows Valkyrie Witch Mega Knight
Witch
Arrows Witch Lightning
Lightning Arrows Witch Mega Knight
Lightning Arrows
Lightning Arrows Witch
Lightning Witch
Lightning
Lightning Arrows Mega Knight
Lightning Arrows
P.E.K.K.A Mega Knight
Arrows Lightning
Lightning Witch
Lightning Arrows Witch
Arrows
Lightning Valkyrie Mega Knight
Arrows Lightning
Lightning Arrows
P.E.K.K.A Mega Knight
Witch Lightning
Witch Lightning
Lightning Witch Mega Knight
P.E.K.K.A
Lightning Mega Knight

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