My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Wizard Witch

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 Valkyrie Battle Ram Wizard Witch

Offensive cards

Win conditions

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

Battle Ram Hog Rider

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 Battle Ram Hog Rider

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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard

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.

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

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 Witch

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

Shortest cycle

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

15 Knight Mini P.E.K.K.A Valkyrie Battle Ram

Attack Synergies 3 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.

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

Defense Synergies 0 8

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

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 Witch
Knight Mini P.E.K.K.A Valkyrie Wizard
Barbarians Knight Mini P.E.K.K.A Valkyrie Witch
Mini P.E.K.K.A Valkyrie Knight Barbarians
Barbarians Knight Mini P.E.K.K.A Valkyrie Witch
Wizard Witch
Mini P.E.K.K.A Knight Barbarians Valkyrie Witch
Mini P.E.K.K.A Knight Barbarians Valkyrie
Knight Barbarians Mini P.E.K.K.A Valkyrie Witch
Witch Barbarians
Knight Barbarians Mini P.E.K.K.A Valkyrie Witch
Barbarians Valkyrie
Barbarians Mini P.E.K.K.A Knight Valkyrie Wizard Witch
Wizard Barbarians Valkyrie Witch
Barbarians Witch Knight Mini P.E.K.K.A Valkyrie
Valkyrie Barbarians Mini P.E.K.K.A Wizard Witch

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
Knight Barbarians Valkyrie
Wizard Valkyrie
Wizard Witch
Wizard Witch
Wizard
Wizard
Mini P.E.K.K.A
Knight Valkyrie Wizard
Wizard
Knight
Wizard Witch
Wizard
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard
Valkyrie Wizard Witch
Wizard
Barbarians
Valkyrie Wizard Witch
Witch
Wizard Witch
Wizard Witch
Wizard Witch
Wizard Witch
Mini P.E.K.K.A
Wizard
Wizard
Barbarians Witch
Wizard Witch
Knight Mini P.E.K.K.A Valkyrie Wizard
Wizard
Witch
Witch
Witch
Wizard

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