My Best Clash Royale Deck

Deck Check Rating

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

4 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 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
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.

Fire Spirit

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.

Suspicious Bush Valkyrie Rune Giant Lava Hound Monk

Offensive cards

Win conditions

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

Rune Giant Lava Hound

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

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.

Fire Spirit Mini P.E.K.K.A Valkyrie Rune Giant Lava Hound

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 Monk

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
Lava Hound
Giant Snowball
Fire Spirit Lava Hound
Zap
Fire Spirit Lava Hound
Barbarian Barrel
Fire Spirit Valkyrie
The Log
Fire Spirit Suspicious Bush Mini P.E.K.K.A
Earthquake
Arrows
Fire Spirit Suspicious Bush Lava Hound
Royal Delivery
Fire Spirit Mini P.E.K.K.A Valkyrie Lava Hound
Fireball
Suspicious Bush Lava Hound
Poison
Suspicious Bush Lava Hound
Lightning
Mini P.E.K.K.A Valkyrie Monk
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Valkyrie

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.

Fire Spirit Suspicious Bush Mini P.E.K.K.A Valkyrie Rune Giant

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.

Fire Spirit Lava Hound

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.

Fire Spirit Berserker Suspicious Bush Mini P.E.K.K.A Valkyrie Rune Giant Monk Lava Hound

Shortest cycle

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

9 Fire Spirit Berserker Suspicious Bush Mini P.E.K.K.A

Attack Synergies 2 2

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.

Fire Spirit
Valkyrie Mini P.E.K.K.A
Berserker
Rune Giant
Suspicious Bush
Mini P.E.K.K.A
Fire Spirit Valkyrie
Valkyrie
Fire Spirit Mini P.E.K.K.A
Rune Giant
Berserker
Lava Hound
Monk

Defense Synergies 0 3

Fire Spirit
Mini P.E.K.K.A Valkyrie
Berserker
Suspicious Bush
Mini P.E.K.K.A
Fire Spirit Valkyrie
Valkyrie
Fire Spirit Mini P.E.K.K.A
Rune Giant
Lava Hound
Monk

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
Mini P.E.K.K.A Valkyrie Monk
Mini P.E.K.K.A Fire Spirit Valkyrie
Mini P.E.K.K.A Valkyrie Monk
Mini P.E.K.K.A Valkyrie Monk
Fire Spirit Valkyrie
Fire Spirit
Valkyrie Monk
Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Valkyrie
Berserker Valkyrie
Mini P.E.K.K.A Fire Spirit Valkyrie
Fire Spirit Valkyrie Mini P.E.K.K.A
Mini P.E.K.K.A
Monk Mini P.E.K.K.A
Mini P.E.K.K.A Valkyrie
Fire Spirit Valkyrie
Valkyrie Fire Spirit
Mini P.E.K.K.A
Valkyrie Fire Spirit Mini P.E.K.K.A
Mini P.E.K.K.A

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
Mini P.E.K.K.A Valkyrie Monk
Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A Valkyrie Monk
Mini P.E.K.K.A Valkyrie
Fire Spirit Monk
Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A Valkyrie Monk
Mini P.E.K.K.A Valkyrie
Monk Valkyrie
Mini P.E.K.K.A Valkyrie
Valkyrie
Mini P.E.K.K.A Valkyrie Monk
Valkyrie Mini P.E.K.K.A

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 Monk
Monk
Valkyrie
Fire Spirit Valkyrie
Fire Spirit Monk
Fire Spirit
Fire Spirit
Monk
Fire Spirit Mini P.E.K.K.A
Monk Valkyrie
Monk Fire Spirit
Fire Spirit
Monk
Monk
Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Monk
Fire Spirit Valkyrie Monk
Monk
Monk
Monk
Fire Spirit Valkyrie
Monk
Monk
Fire Spirit
Mini P.E.K.K.A
Monk
Monk
Fire Spirit
Fire Spirit Monk
Mini P.E.K.K.A Valkyrie
Monk
Monk
Monk

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