My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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!
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.

Baby Dragon

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.

Knight Elixir Golem Valkyrie Baby Dragon

Offensive cards

Win conditions

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

Elixir Golem Royal Hogs

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.

Elixir Golem Mini P.E.K.K.A Royal Hogs

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.

Knight Barbarians Elixir Golem Mini P.E.K.K.A Valkyrie Royal Hogs Baby Dragon

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 Royal Hogs

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
Elixir Golem Royal Hogs Skeleton Army
Giant Snowball
Barbarians Royal Hogs Skeleton Army Baby Dragon
Zap
Royal Hogs Skeleton Army
Barbarian Barrel
Knight Barbarians Elixir Golem Valkyrie Royal Hogs Skeleton Army
The Log
Barbarians Elixir Golem Mini P.E.K.K.A Royal Hogs Skeleton Army
Earthquake
Barbarians Elixir Golem Royal Hogs Skeleton Army
Arrows
Royal Hogs Skeleton Army
Royal Delivery
Knight Barbarians Elixir Golem Mini P.E.K.K.A Valkyrie Royal Hogs Skeleton Army Baby Dragon
Fireball
Barbarians Elixir Golem Royal Hogs Skeleton Army Baby Dragon
Poison
Barbarians Elixir Golem Royal Hogs Skeleton Army
Lightning
Knight Mini P.E.K.K.A Valkyrie Baby Dragon
Rocket
Barbarians Valkyrie Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Baby Dragon

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.

Knight Elixir Golem Mini P.E.K.K.A Valkyrie Skeleton Army Baby Dragon

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Elixir Golem Skeleton Army Mini P.E.K.K.A Valkyrie Baby Dragon Barbarians Royal Hogs

Shortest cycle

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

13 Knight Elixir Golem Skeleton Army Mini P.E.K.K.A

Attack Synergies 1 8

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.

Knight
Baby Dragon Royal Hogs
Barbarians
Elixir Golem
Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A
Elixir Golem Valkyrie Royal Hogs Baby Dragon
Valkyrie
Mini P.E.K.K.A Royal Hogs Baby Dragon
Royal Hogs
Knight Mini P.E.K.K.A Valkyrie
Skeleton Army
Baby Dragon
Knight Elixir Golem Mini P.E.K.K.A Valkyrie

Defense Synergies 0 8

Knight
Mini P.E.K.K.A Skeleton Army Baby Dragon
Barbarians
Skeleton Army
Elixir Golem
Mini P.E.K.K.A
Knight Valkyrie Skeleton Army Baby Dragon
Valkyrie
Mini P.E.K.K.A Baby Dragon
Royal Hogs
Skeleton Army
Knight Barbarians Mini P.E.K.K.A
Baby Dragon
Knight Mini P.E.K.K.A Valkyrie

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.

Knight Valkyrie Baby Dragon
Barbarians Mini P.E.K.K.A Skeleton Army Knight Valkyrie
Barbarians Mini P.E.K.K.A Skeleton Army Knight Valkyrie
Barbarians Mini P.E.K.K.A Skeleton Army Knight Valkyrie
Barbarians Mini P.E.K.K.A Valkyrie Skeleton Army
Skeleton Army Valkyrie Baby Dragon
Baby Dragon
Barbarians Valkyrie Baby Dragon
Barbarians Mini P.E.K.K.A Skeleton Army
Knight Skeleton Army Barbarians Mini P.E.K.K.A Valkyrie
Barbarians Valkyrie Skeleton Army Knight Baby Dragon
Baby Dragon
Barbarians Mini P.E.K.K.A Skeleton Army Knight Valkyrie
Valkyrie Skeleton Army Barbarians Mini P.E.K.K.A Baby Dragon
Barbarians Mini P.E.K.K.A Skeleton Army Knight
Barbarians Skeleton Army Mini P.E.K.K.A
Barbarians Knight Mini P.E.K.K.A Valkyrie Skeleton Army
Knight Barbarians Valkyrie Skeleton Army Baby Dragon
Valkyrie Baby Dragon Knight Barbarians
Barbarians Mini P.E.K.K.A
Valkyrie Skeleton Army Knight Barbarians Mini P.E.K.K.A Baby Dragon

Counters to secondary win conditions

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

Knight Barbarians Mini P.E.K.K.A Valkyrie Skeleton Army
Knight Mini P.E.K.K.A Valkyrie Baby Dragon
Barbarians Skeleton Army Knight Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A Valkyrie Skeleton Army Knight Barbarians
Barbarians Knight Mini P.E.K.K.A Valkyrie Skeleton Army
Baby Dragon
Mini P.E.K.K.A Skeleton Army Knight Barbarians Valkyrie
Mini P.E.K.K.A Knight Barbarians Valkyrie Skeleton Army
Knight Barbarians Mini P.E.K.K.A Valkyrie Skeleton Army Baby Dragon
Barbarians Skeleton Army
Knight Barbarians Mini P.E.K.K.A Valkyrie
Skeleton Army Barbarians Valkyrie
Barbarians Mini P.E.K.K.A Skeleton Army Knight Valkyrie
Barbarians Valkyrie Skeleton Army Baby Dragon
Barbarians Skeleton Army Knight Mini P.E.K.K.A Valkyrie Baby Dragon
Valkyrie Barbarians Mini P.E.K.K.A Baby Dragon

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.)

Knight Valkyrie Baby Dragon
Baby Dragon
Baby Dragon
Knight Barbarians Valkyrie
Valkyrie Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Mini P.E.K.K.A
Knight Valkyrie
Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Mini P.E.K.K.A
Mini P.E.K.K.A Baby Dragon
Valkyrie Baby Dragon
Baby Dragon
Barbarians Baby Dragon
Valkyrie Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Mini P.E.K.K.A
Barbarians Skeleton Army
Baby Dragon
Knight Mini P.E.K.K.A Valkyrie Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon

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