My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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 Giant Wizard

Offensive cards

Win conditions

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

Battle Ram Hog Rider Giant

Damage spells

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

Rocket

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 Giant

Pump responses

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

Rocket

Dropped at the bridge

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

Barbarians Mini P.E.K.K.A Valkyrie Battle Ram Hog Rider 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 Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Rocket

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.

Mini P.E.K.K.A Valkyrie Battle Ram Rocket

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 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.

Mini P.E.K.K.A Valkyrie Battle Ram Hog Rider Barbarians Giant Wizard Rocket

Shortest cycle

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

16 Mini P.E.K.K.A Valkyrie Battle Ram Hog Rider

Attack Synergies 2 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.

Barbarians
Hog Rider
Mini P.E.K.K.A
Giant Valkyrie Hog Rider Wizard
Valkyrie
Hog Rider Mini P.E.K.K.A Battle Ram Giant Wizard
Battle Ram
Valkyrie
Hog Rider
Valkyrie Barbarians Mini P.E.K.K.A Giant Wizard Rocket
Giant
Mini P.E.K.K.A Valkyrie Hog Rider Wizard Rocket
Wizard
Mini P.E.K.K.A Valkyrie Hog Rider Giant
Rocket
Hog Rider Giant

Defense Synergies 0 3

Barbarians
Mini P.E.K.K.A
Valkyrie Wizard
Valkyrie
Mini P.E.K.K.A Wizard
Battle Ram
Hog Rider
Giant
Wizard
Mini P.E.K.K.A Valkyrie
Rocket

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.

Rocket Valkyrie Wizard
Barbarians Mini P.E.K.K.A Valkyrie
Barbarians Mini P.E.K.K.A Rocket Valkyrie
Barbarians Mini P.E.K.K.A Valkyrie
Barbarians Mini P.E.K.K.A Valkyrie Rocket
Valkyrie
Rocket Wizard
Rocket Barbarians Valkyrie
Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Valkyrie
Barbarians Valkyrie Wizard
Wizard
Barbarians Mini P.E.K.K.A Valkyrie Wizard Rocket
Valkyrie Wizard Rocket Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A
Barbarians Rocket Mini P.E.K.K.A
Barbarians Wizard Mini P.E.K.K.A Valkyrie
Valkyrie Barbarians Wizard
Valkyrie Wizard Barbarians
Barbarians Mini P.E.K.K.A
Valkyrie Wizard Barbarians Mini P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A Valkyrie Wizard Rocket
Barbarians Mini P.E.K.K.A Valkyrie Rocket
Mini P.E.K.K.A Valkyrie Rocket Barbarians
Barbarians Mini P.E.K.K.A Valkyrie
Wizard Rocket
Mini P.E.K.K.A Rocket Barbarians Valkyrie
Mini P.E.K.K.A Barbarians Valkyrie
Rocket Barbarians Mini P.E.K.K.A Valkyrie
Barbarians
Barbarians Mini P.E.K.K.A Valkyrie
Rocket Barbarians Valkyrie
Barbarians Mini P.E.K.K.A Rocket Valkyrie Wizard
Wizard Barbarians Valkyrie
Barbarians Mini P.E.K.K.A Valkyrie Rocket
Valkyrie Barbarians Mini P.E.K.K.A 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 Rocket
Rocket
Barbarians Valkyrie Rocket
Wizard Rocket Valkyrie
Wizard Rocket
Wizard
Wizard
Wizard
Rocket Mini P.E.K.K.A
Rocket Valkyrie Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard
Wizard Rocket
Rocket
Mini P.E.K.K.A Rocket
Rocket Mini P.E.K.K.A Wizard
Rocket Valkyrie Wizard
Rocket
Rocket Wizard
Rocket
Rocket Barbarians
Valkyrie Wizard
Wizard
Wizard
Rocket
Wizard
Rocket Wizard
Mini P.E.K.K.A
Wizard Rocket
Rocket
Rocket Wizard
Barbarians Rocket
Rocket Wizard
Mini P.E.K.K.A Valkyrie Wizard Rocket
Wizard
Rocket
Rocket
Rocket
Rocket
Wizard Rocket

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