My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. 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 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 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 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 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 Wizard Sparky Mega Knight

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Missing

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 Wall Breakers Mega Knight

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.

Barbarians Mini P.E.K.K.A Valkyrie Wall Breakers 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Sparky Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Sparky Mega Knight

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.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Skeleton Army Mini P.E.K.K.A Valkyrie Barbarians Wizard Sparky Mega Knight

Shortest cycle

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

13 Wall Breakers Skeleton Army Mini P.E.K.K.A Valkyrie

Attack Synergies 2 9

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
Mini P.E.K.K.A
Sparky Valkyrie Wizard Mega Knight
Valkyrie
Wall Breakers Mini P.E.K.K.A Wizard Sparky
Wizard
Mini P.E.K.K.A Valkyrie Sparky Mega Knight
Wall Breakers
Valkyrie Mega Knight
Skeleton Army
Sparky
Sparky
Mini P.E.K.K.A Valkyrie Wizard Skeleton Army
Mega Knight
Mini P.E.K.K.A Wizard Wall Breakers

Defense Synergies 0 9

Barbarians
Skeleton Army
Mini P.E.K.K.A
Valkyrie Wizard Skeleton Army
Valkyrie
Mini P.E.K.K.A Wizard Sparky
Wizard
Mini P.E.K.K.A Valkyrie Skeleton Army Mega Knight
Wall Breakers
Skeleton Army
Barbarians Mini P.E.K.K.A Wizard Sparky
Sparky
Valkyrie Skeleton Army
Mega Knight
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 Sparky
Barbarians Mini P.E.K.K.A Skeleton Army Sparky Valkyrie Mega Knight
Barbarians Mini P.E.K.K.A Skeleton Army Sparky Mega Knight Valkyrie
Barbarians Mini P.E.K.K.A Skeleton Army Sparky Valkyrie Mega Knight
Barbarians Mini P.E.K.K.A Valkyrie Skeleton Army Sparky Mega Knight
Skeleton Army Valkyrie Mega Knight
Wizard
Barbarians Valkyrie Sparky Mega Knight
Barbarians Mini P.E.K.K.A Sparky Skeleton Army
Skeleton Army Barbarians Mini P.E.K.K.A Valkyrie Sparky Mega Knight
Barbarians Valkyrie Skeleton Army Wizard Mega Knight
Wizard
Barbarians Mini P.E.K.K.A Skeleton Army Sparky Mega Knight Valkyrie Wizard
Valkyrie Wizard Skeleton Army Sparky Mega Knight Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Skeleton Army Sparky Mega Knight
Barbarians Skeleton Army Mini P.E.K.K.A Sparky Mega Knight
Barbarians Wizard Sparky Mega Knight Mini P.E.K.K.A Valkyrie Skeleton Army
Valkyrie Mega Knight Barbarians Wizard Skeleton Army
Valkyrie Wizard Barbarians Mega Knight
Barbarians Mini P.E.K.K.A Sparky
Valkyrie Wizard Skeleton Army Mega Knight Barbarians Mini P.E.K.K.A Sparky

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 Skeleton Army Mega Knight Sparky
Mini P.E.K.K.A Valkyrie Wizard Mega Knight
Barbarians Skeleton Army Mega Knight Mini P.E.K.K.A Valkyrie Sparky
Mini P.E.K.K.A Valkyrie Skeleton Army Mega Knight Barbarians Sparky
Barbarians Mini P.E.K.K.A Valkyrie Skeleton Army Sparky Mega Knight
Wizard
Mini P.E.K.K.A Skeleton Army Sparky Barbarians Valkyrie
Mini P.E.K.K.A Mega Knight Barbarians Valkyrie Skeleton Army Sparky
Mega Knight Barbarians Mini P.E.K.K.A Valkyrie Skeleton Army Sparky
Barbarians Skeleton Army Sparky
Mega Knight Barbarians Mini P.E.K.K.A Valkyrie Sparky
Skeleton Army Mega Knight Barbarians Valkyrie
Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight Valkyrie Wizard Sparky
Wizard Barbarians Valkyrie Skeleton Army Sparky Mega Knight
Barbarians Skeleton Army Sparky Mini P.E.K.K.A Valkyrie
Valkyrie Mega Knight Barbarians Mini P.E.K.K.A Wizard Sparky

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 Sparky
Sparky
Barbarians Valkyrie Sparky
Wizard Valkyrie Sparky Mega Knight
Wizard
Wizard Sparky
Wizard
Wizard
Mini P.E.K.K.A Sparky
Valkyrie Wizard Sparky
Wizard
Sparky
Sparky
Wizard Sparky
Wizard Sparky Mega Knight
Sparky
Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Wizard Sparky Mega Knight
Valkyrie Wizard Mega Knight
Sparky Mega Knight
Wizard
Sparky
Barbarians
Valkyrie Wizard Sparky Mega Knight
Wizard Sparky
Wizard Sparky Mega Knight
Sparky
Wizard Sparky
Wizard
Mini P.E.K.K.A Sparky
Wizard Sparky Mega Knight
Sparky
Sparky Mega Knight
Wizard Sparky
Barbarians Skeleton Army
Wizard
Mini P.E.K.K.A Valkyrie Wizard Sparky Mega Knight
Wizard
Sparky
Sparky Mega Knight
Sparky
Sparky Mega Knight
Sparky
Wizard Sparky Mega Knight

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