My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro 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.

Ice Spirit Valkyrie Balloon Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Fireball Rage

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 Balloon

Pump responses

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

Fireball

Dropped at the bridge

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

Ice Spirit Mini P.E.K.K.A Valkyrie Balloon

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 Balloon Electro Wizard

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
Guards Balloon
Giant Snowball
Guards Balloon
Zap
Guards Balloon
Barbarian Barrel
Ice Spirit Valkyrie Guards Electro Wizard
The Log
Ice Spirit Mini P.E.K.K.A Guards
Earthquake
Guards
Arrows
Ice Spirit Guards
Royal Delivery
Ice Spirit Mini P.E.K.K.A Valkyrie Guards Balloon Electro Wizard
Fireball
Balloon Electro Wizard
Poison
Guards Balloon Electro Wizard
Lightning
Mini P.E.K.K.A Valkyrie Balloon Electro Wizard
Rocket
Valkyrie Balloon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball 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.

Ice Spirit Mini P.E.K.K.A Valkyrie Rage Guards

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.

Fireball

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.

Ice Spirit Fireball Electro 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.

Ice Spirit Rage Guards Fireball Mini P.E.K.K.A Valkyrie Electro Wizard Balloon

Shortest cycle

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

10 Ice Spirit Rage Guards Fireball

Attack Synergies 4 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.

Ice Spirit
Valkyrie Balloon Mini P.E.K.K.A Guards
Fireball
Electro Wizard
Mini P.E.K.K.A
Ice Spirit Valkyrie Rage Electro Wizard
Valkyrie
Ice Spirit Balloon Mini P.E.K.K.A Electro Wizard
Rage
Balloon Mini P.E.K.K.A Electro Wizard
Guards
Ice Spirit
Balloon
Ice Spirit Valkyrie Rage Electro Wizard
Electro Wizard
Fireball Mini P.E.K.K.A Valkyrie Rage Balloon

Defense Synergies 2 11

Ice Spirit
Mini P.E.K.K.A Fireball Valkyrie Guards Electro Wizard
Fireball
Ice Spirit Mini P.E.K.K.A Valkyrie Electro Wizard
Mini P.E.K.K.A
Ice Spirit Electro Wizard Fireball Valkyrie Guards
Valkyrie
Ice Spirit Fireball Mini P.E.K.K.A Electro Wizard
Rage
Guards
Ice Spirit Mini P.E.K.K.A Electro Wizard
Balloon
Electro Wizard
Mini P.E.K.K.A Ice Spirit Fireball Valkyrie 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.

Fireball Valkyrie Electro Wizard
Mini P.E.K.K.A Ice Spirit Valkyrie Electro Wizard
Mini P.E.K.K.A Valkyrie Electro Wizard
Mini P.E.K.K.A Valkyrie Guards Electro Wizard
Fireball Mini P.E.K.K.A Valkyrie
Fireball Valkyrie Guards Electro Wizard
Electro Wizard Ice Spirit Fireball
Fireball Valkyrie Electro Wizard
Mini P.E.K.K.A
Guards Ice Spirit Mini P.E.K.K.A Valkyrie Electro Wizard
Valkyrie Guards Electro Wizard Fireball
Fireball Electro Wizard
Mini P.E.K.K.A Ice Spirit Fireball Valkyrie Guards Electro Wizard
Fireball Valkyrie Ice Spirit Mini P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A Electro Wizard
Ice Spirit Fireball Mini P.E.K.K.A Electro Wizard
Fireball Mini P.E.K.K.A Valkyrie Electro Wizard
Ice Spirit Fireball Valkyrie Guards Electro Wizard
Valkyrie Ice Spirit Fireball Guards Electro Wizard
Mini P.E.K.K.A Electro Wizard
Valkyrie Fireball Mini P.E.K.K.A Guards Electro Wizard

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 Fireball Electro Wizard
Fireball Electro Wizard Mini P.E.K.K.A Valkyrie
Guards Ice Spirit Mini P.E.K.K.A Valkyrie Electro Wizard
Mini P.E.K.K.A Valkyrie Guards Fireball Electro Wizard
Mini P.E.K.K.A Valkyrie Guards
Fireball Ice Spirit Electro Wizard
Mini P.E.K.K.A Guards Fireball Valkyrie Electro Wizard
Mini P.E.K.K.A Valkyrie
Electro Wizard Ice Spirit Fireball Mini P.E.K.K.A Valkyrie
Guards
Mini P.E.K.K.A Valkyrie Guards
Fireball Valkyrie Guards Electro Wizard
Mini P.E.K.K.A Fireball Valkyrie Guards
Fireball Valkyrie
Guards Electro Wizard Ice Spirit Fireball Mini P.E.K.K.A Valkyrie
Valkyrie Fireball Mini P.E.K.K.A Electro Wizard
Fireball Electro 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.)

Fireball Valkyrie Guards
Fireball Electro Wizard
Fireball
Fireball Valkyrie Guards
Fireball Valkyrie
Fireball Ice Spirit
Fireball Ice Spirit
Fireball
Fireball Mini P.E.K.K.A Guards Electro Wizard
Fireball Valkyrie Electro Wizard
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Electro Wizard
Fireball Valkyrie
Fireball
Fireball
Fireball
Ice Spirit Fireball Valkyrie
Fireball Electro Wizard
Fireball
Fireball
Fireball Electro Wizard
Electro Wizard Ice Spirit Fireball Guards
Fireball Mini P.E.K.K.A
Fireball
Ice Spirit Fireball Electro Wizard
Fireball
Electro Wizard Ice Spirit Fireball Guards
Fireball Electro Wizard
Fireball
Fireball Mini P.E.K.K.A Valkyrie Electro Wizard
Fireball
Fireball
Ice Spirit Fireball Guards Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard
Fireball

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