My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
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!

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.

Valkyrie Battle Ram Wizard Dark Prince

Offensive cards

Win conditions

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

Battle Ram Hog Rider

Damage spells

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

Arrows

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 Battle Ram Hog Rider Dark Prince

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.

Mini P.E.K.K.A Valkyrie Battle Ram Hog Rider Dark Prince

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 Hog Rider Dark Prince

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
Battle Ram Hog Rider Guards Dark Prince
Giant Snowball
Battle Ram Hog Rider Guards
Zap
Battle Ram Guards Dark Prince
Barbarian Barrel
Valkyrie Battle Ram Wizard Guards Dark Prince
The Log
Mini P.E.K.K.A Battle Ram Hog Rider Guards Dark Prince
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Mini P.E.K.K.A Valkyrie Battle Ram Hog Rider Wizard Guards Dark Prince
Fireball
Battle Ram Hog Rider Wizard
Poison
Wizard Guards
Lightning
Mini P.E.K.K.A Valkyrie Battle Ram Wizard Dark Prince
Rocket
Valkyrie Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Dark Prince

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 Mini P.E.K.K.A Valkyrie Battle Ram Guards Dark Prince

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Guards Mini P.E.K.K.A Valkyrie Battle Ram Hog Rider Dark Prince Wizard

Shortest cycle

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

14 Arrows Guards Mini P.E.K.K.A Valkyrie

Attack Synergies 2 14

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
Hog Rider Mini P.E.K.K.A Battle Ram Dark Prince
Mini P.E.K.K.A
Arrows Valkyrie Hog Rider Wizard Dark Prince
Valkyrie
Hog Rider Mini P.E.K.K.A Battle Ram Wizard Dark Prince
Battle Ram
Arrows Valkyrie
Hog Rider
Arrows Valkyrie Mini P.E.K.K.A Wizard Guards Dark Prince
Wizard
Mini P.E.K.K.A Valkyrie Hog Rider Dark Prince
Guards
Hog Rider
Dark Prince
Arrows Mini P.E.K.K.A Valkyrie Hog Rider Wizard

Defense Synergies 0 9

Arrows
Mini P.E.K.K.A Valkyrie Dark Prince
Mini P.E.K.K.A
Arrows Valkyrie Wizard Guards
Valkyrie
Arrows Mini P.E.K.K.A Wizard
Battle Ram
Hog Rider
Wizard
Mini P.E.K.K.A Valkyrie Guards Dark Prince
Guards
Mini P.E.K.K.A Wizard
Dark Prince
Arrows 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 Wizard
Mini P.E.K.K.A Valkyrie Dark Prince
Mini P.E.K.K.A Valkyrie Dark Prince
Mini P.E.K.K.A Valkyrie Guards Dark Prince
Arrows Mini P.E.K.K.A Valkyrie Dark Prince
Arrows Valkyrie Guards Dark Prince
Arrows Wizard
Arrows Valkyrie
Mini P.E.K.K.A
Guards Mini P.E.K.K.A Valkyrie Dark Prince
Valkyrie Guards Arrows Wizard Dark Prince
Arrows Wizard
Mini P.E.K.K.A Valkyrie Wizard Guards Dark Prince
Valkyrie Wizard Arrows Mini P.E.K.K.A Guards Dark Prince
Mini P.E.K.K.A
Mini P.E.K.K.A
Wizard Arrows Mini P.E.K.K.A Valkyrie Dark Prince
Arrows Valkyrie Wizard Guards Dark Prince
Arrows Valkyrie Wizard Guards Dark Prince
Mini P.E.K.K.A
Valkyrie Wizard Dark Prince Arrows 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.

Mini P.E.K.K.A Valkyrie Guards Dark Prince
Arrows Mini P.E.K.K.A Valkyrie Wizard
Guards Mini P.E.K.K.A Valkyrie Dark Prince
Mini P.E.K.K.A Valkyrie Guards Dark Prince
Mini P.E.K.K.A Valkyrie Guards Dark Prince
Arrows Wizard
Mini P.E.K.K.A Guards Dark Prince Valkyrie
Mini P.E.K.K.A Valkyrie Dark Prince
Mini P.E.K.K.A Valkyrie Dark Prince
Guards
Mini P.E.K.K.A Valkyrie Guards Dark Prince
Arrows Valkyrie Guards Dark Prince
Mini P.E.K.K.A Dark Prince Valkyrie Wizard Guards
Wizard Valkyrie
Guards Mini P.E.K.K.A Valkyrie Dark Prince
Arrows Valkyrie Mini P.E.K.K.A Wizard Dark Prince
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.)

Arrows Valkyrie Guards
Arrows
Arrows
Arrows Valkyrie Guards Dark Prince
Wizard Arrows Valkyrie Dark Prince
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Mini P.E.K.K.A Guards
Arrows Valkyrie Wizard Dark Prince
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Dark Prince
Arrows Valkyrie Wizard
Arrows Wizard
Arrows
Arrows Valkyrie Wizard Dark Prince
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Wizard Guards
Mini P.E.K.K.A
Arrows Wizard
Arrows
Arrows Wizard
Guards Dark Prince
Arrows Wizard
Arrows
Mini P.E.K.K.A Valkyrie Wizard Dark Prince
Arrows Wizard
Arrows
Dark Prince
Guards
Dark Prince
Wizard

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