My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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!
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.

Minions 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 Prince P.E.K.K.A

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.

Arrows The Log

Punishments

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

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.

Valkyrie Prince P.E.K.K.A

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

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 The Log

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 Valkyrie Guards Prince P.E.K.K.A

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.

Minions 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.

The Log Arrows Minions Guards Valkyrie Wizard Prince P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Minions Guards

Attack Synergies 2 11

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
P.E.K.K.A Prince
Minions
Valkyrie Prince P.E.K.K.A
Valkyrie
Prince Minions Wizard P.E.K.K.A
Wizard
Valkyrie Prince P.E.K.K.A
Guards
The Log
Prince
Valkyrie Arrows Minions Wizard The Log
P.E.K.K.A
Arrows Minions Valkyrie Wizard The Log
The Log
Guards Prince P.E.K.K.A

Defense Synergies 3 16

Arrows
Valkyrie Prince P.E.K.K.A
Minions
Valkyrie Prince P.E.K.K.A The Log
Valkyrie
Minions Arrows Wizard Prince P.E.K.K.A The Log
Wizard
Valkyrie Guards Prince P.E.K.K.A The Log
Guards
Wizard Prince The Log
Prince
The Log Arrows Minions Valkyrie Wizard Guards
P.E.K.K.A
The Log Arrows Minions Valkyrie Wizard
The Log
Prince P.E.K.K.A Minions Valkyrie Wizard Guards

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.

Minions Valkyrie Wizard The Log
P.E.K.K.A Minions Valkyrie Prince The Log
Prince P.E.K.K.A Minions Valkyrie
Prince P.E.K.K.A Minions Valkyrie Guards
Arrows Valkyrie Prince P.E.K.K.A The Log
Arrows The Log Minions Valkyrie Guards
Minions Arrows Wizard
Arrows Valkyrie P.E.K.K.A The Log
P.E.K.K.A Minions Prince
Guards Valkyrie Prince
Minions Valkyrie Guards Arrows Wizard The Log
Arrows Minions Wizard
Prince P.E.K.K.A Minions Valkyrie Wizard Guards The Log
Valkyrie Wizard Arrows Minions Guards Prince P.E.K.K.A The Log
P.E.K.K.A Prince
Prince P.E.K.K.A The Log
Wizard Arrows Minions Valkyrie Prince P.E.K.K.A
Arrows Valkyrie Minions Wizard Guards Prince The Log
Arrows Valkyrie Wizard The Log Minions Guards
P.E.K.K.A Prince
Valkyrie Wizard Arrows Minions Guards Prince P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Valkyrie Guards Prince P.E.K.K.A
Arrows Valkyrie Wizard Prince The Log
Guards P.E.K.K.A Minions Valkyrie Prince The Log
Valkyrie Guards Prince P.E.K.K.A The Log
P.E.K.K.A Valkyrie Guards Prince
Arrows Wizard Minions
Guards Prince P.E.K.K.A Minions Valkyrie
P.E.K.K.A Valkyrie Prince
P.E.K.K.A Minions Valkyrie Prince The Log
P.E.K.K.A Guards
P.E.K.K.A Minions Valkyrie Guards Prince
P.E.K.K.A Arrows Valkyrie Guards Prince The Log
Prince P.E.K.K.A Valkyrie Wizard Guards
Wizard Valkyrie
Guards Minions Valkyrie Prince P.E.K.K.A The Log
Arrows Minions Valkyrie Wizard P.E.K.K.A The Log
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 The Log
Arrows The Log
Arrows The Log
Arrows Valkyrie Guards Prince The Log
Wizard Arrows Valkyrie The Log
Arrows Wizard Minions
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Minions Guards Prince
Arrows Valkyrie Wizard Prince The Log
Arrows Wizard
The Log
Arrows Minions
Arrows Prince The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Minions
Arrows Wizard Prince The Log
Arrows Valkyrie Wizard The Log
Minions Prince The Log
Arrows Wizard
Prince The Log
Arrows The Log
Arrows The Log Valkyrie Wizard
Arrows The Log Wizard
Arrows Wizard Prince The Log
Arrows The Log
Arrows Wizard
Minions Wizard Guards
Arrows Wizard The Log
Arrows
P.E.K.K.A Prince
Arrows Wizard The Log
Minions Guards Prince
Arrows Wizard
Arrows The Log
Valkyrie Wizard Prince
Arrows The Log Wizard
Arrows
Prince P.E.K.K.A
Minions Guards The Log
Prince The Log
Prince P.E.K.K.A
Wizard

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