My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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

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 Giant Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Fireball

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 Giant

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

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Valkyrie Wizard

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 Knight Mini P.E.K.K.A Valkyrie

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.

Barbarians Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Fireball Mini P.E.K.K.A Valkyrie Barbarians Giant Wizard

Shortest cycle

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

14 Arrows Knight Fireball Mini P.E.K.K.A

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
Fireball Giant Knight Mini P.E.K.K.A
Knight
Arrows Fireball Wizard
Barbarians
Fireball
Arrows Knight Giant
Mini P.E.K.K.A
Giant Arrows Valkyrie Wizard
Valkyrie
Mini P.E.K.K.A Giant Wizard
Giant
Arrows Mini P.E.K.K.A Fireball Valkyrie Wizard
Wizard
Knight Mini P.E.K.K.A Valkyrie Giant

Defense Synergies 0 13

Arrows
Knight Barbarians Fireball Mini P.E.K.K.A Valkyrie
Knight
Arrows Fireball Mini P.E.K.K.A Wizard
Barbarians
Arrows
Fireball
Arrows Knight Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A
Arrows Knight Fireball Valkyrie Wizard
Valkyrie
Arrows Fireball Mini P.E.K.K.A Wizard
Giant
Wizard
Knight Mini P.E.K.K.A Valkyrie

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.

Knight Fireball Valkyrie Wizard
Barbarians Mini P.E.K.K.A Knight Valkyrie
Barbarians Mini P.E.K.K.A Knight Valkyrie
Barbarians Mini P.E.K.K.A Knight Valkyrie
Arrows Barbarians Fireball Mini P.E.K.K.A Valkyrie
Arrows Fireball Valkyrie
Arrows Fireball Wizard
Arrows Barbarians Fireball Valkyrie
Barbarians Mini P.E.K.K.A
Knight Barbarians Mini P.E.K.K.A Valkyrie
Barbarians Valkyrie Arrows Knight Fireball Wizard
Arrows Fireball Wizard
Barbarians Mini P.E.K.K.A Knight Fireball Valkyrie Wizard
Fireball Valkyrie Wizard Arrows Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Knight
Barbarians Fireball Mini P.E.K.K.A
Barbarians Wizard Arrows Knight Fireball Mini P.E.K.K.A Valkyrie
Arrows Fireball Knight Barbarians Valkyrie Wizard
Arrows Valkyrie Wizard Knight Barbarians Fireball
Barbarians Mini P.E.K.K.A
Valkyrie Wizard Arrows Knight Barbarians Fireball 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 Barbarians Mini P.E.K.K.A Valkyrie Fireball
Fireball Arrows Knight Mini P.E.K.K.A Valkyrie Wizard
Barbarians Knight Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A Valkyrie Knight Barbarians Fireball
Barbarians Knight Mini P.E.K.K.A Valkyrie
Arrows Fireball Wizard
Mini P.E.K.K.A Knight Barbarians Fireball Valkyrie
Mini P.E.K.K.A Knight Barbarians Valkyrie
Knight Barbarians Fireball Mini P.E.K.K.A Valkyrie
Barbarians
Knight Barbarians Mini P.E.K.K.A Valkyrie
Arrows Barbarians Fireball Valkyrie
Barbarians Mini P.E.K.K.A Knight Fireball Valkyrie Wizard
Wizard Barbarians Fireball Valkyrie
Barbarians Knight Fireball Mini P.E.K.K.A Valkyrie
Arrows Valkyrie Barbarians Fireball Mini P.E.K.K.A Wizard
Arrows 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 Arrows Knight Valkyrie
Arrows Fireball
Arrows Fireball
Arrows Knight Barbarians Fireball Valkyrie
Fireball Wizard Arrows Valkyrie
Arrows Fireball Wizard
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Mini P.E.K.K.A
Arrows Knight Fireball Valkyrie Wizard
Fireball Arrows Wizard
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A Wizard
Arrows Fireball Valkyrie Wizard
Fireball
Arrows Fireball Wizard
Arrows Barbarians Fireball
Arrows Fireball Valkyrie Wizard
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball Arrows
Arrows Fireball Wizard
Fireball Wizard
Fireball Mini P.E.K.K.A
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Barbarians Fireball
Fireball Arrows Wizard
Arrows Fireball
Fireball Knight Mini P.E.K.K.A Valkyrie Wizard
Arrows Fireball Wizard
Arrows Fireball
Fireball
Fireball
Fireball
Fireball Wizard

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