My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
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 splash!

You don't have a card, that attacks air and has splash 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.

Mega Minion

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Mega Minion Valkyrie Battle Ram Giant Prince

Offensive cards

Win conditions

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

Battle Ram Giant

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 Giant Prince

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 Mini P.E.K.K.A Valkyrie Battle Ram Giant Prince

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
Battle Ram Giant Prince
Giant Snowball
Cannon Mega Minion Battle Ram
Zap
Cannon Battle Ram Prince
Barbarian Barrel
Knight Cannon Valkyrie Battle Ram
The Log
Cannon Mini P.E.K.K.A Battle Ram Prince
Earthquake
Cannon
Arrows
Royal Delivery
Knight Mega Minion Mini P.E.K.K.A Valkyrie Battle Ram Prince
Fireball
Cannon Mega Minion Battle Ram
Poison
Cannon Mega Minion
Lightning
Knight Cannon Mega Minion Mini P.E.K.K.A Valkyrie Battle Ram Prince
Rocket
Valkyrie Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie

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 Mega Minion Mini P.E.K.K.A Valkyrie Battle Ram Prince

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 Cannon Mega Minion Mini P.E.K.K.A Valkyrie Battle Ram Giant Prince

Shortest cycle

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

13 Knight Cannon Mega Minion Mini P.E.K.K.A

Attack Synergies 6 5

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
Mega Minion Battle Ram Prince
Cannon
Mega Minion
Knight Giant Valkyrie
Mini P.E.K.K.A
Giant Valkyrie
Valkyrie
Prince Mega Minion Mini P.E.K.K.A Battle Ram Giant
Battle Ram
Knight Valkyrie
Giant
Mega Minion Mini P.E.K.K.A Prince Valkyrie
Prince
Valkyrie Giant Knight

Defense Synergies 2 8

Knight
Cannon Mega Minion Mini P.E.K.K.A
Cannon
Knight Mega Minion Mini P.E.K.K.A Valkyrie Prince
Mega Minion
Knight Cannon Valkyrie
Mini P.E.K.K.A
Knight Cannon Valkyrie
Valkyrie
Cannon Mega Minion Mini P.E.K.K.A Prince
Battle Ram
Giant
Prince
Cannon 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 Cannon Mega Minion Valkyrie
Mini P.E.K.K.A Knight Cannon Mega Minion Valkyrie Prince
Cannon Mini P.E.K.K.A Prince Knight Mega Minion Valkyrie
Cannon Mini P.E.K.K.A Prince Knight Mega Minion Valkyrie
Mini P.E.K.K.A Valkyrie Prince
Cannon Mega Minion Valkyrie
Mega Minion Cannon
Cannon Valkyrie
Cannon Mini P.E.K.K.A Prince
Knight Cannon Mini P.E.K.K.A Valkyrie Prince
Valkyrie Knight Cannon Mega Minion
Mega Minion
Cannon Mini P.E.K.K.A Prince Knight Valkyrie
Valkyrie Cannon Mega Minion Mini P.E.K.K.A Prince
Mini P.E.K.K.A Knight Cannon Prince
Cannon Mini P.E.K.K.A Prince
Knight Cannon Mini P.E.K.K.A Valkyrie Prince
Cannon Valkyrie Knight Mega Minion Prince
Valkyrie Knight Cannon Mega Minion
Mini P.E.K.K.A Cannon Prince
Valkyrie Knight Cannon Mini P.E.K.K.A Prince

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Valkyrie Prince
Knight Mega Minion Mini P.E.K.K.A Valkyrie Prince
Knight Mini P.E.K.K.A Valkyrie Prince
Mini P.E.K.K.A Valkyrie Prince Knight
Knight Cannon Mini P.E.K.K.A Valkyrie Prince
Mini P.E.K.K.A Prince Knight Mega Minion Valkyrie
Mini P.E.K.K.A Knight Valkyrie Prince
Knight Mega Minion Mini P.E.K.K.A Valkyrie Prince
Cannon Mega Minion
Knight Mega Minion Mini P.E.K.K.A Valkyrie Prince
Valkyrie Prince
Mini P.E.K.K.A Prince Knight Cannon Valkyrie
Cannon Valkyrie
Knight Mega Minion Mini P.E.K.K.A Valkyrie Prince
Valkyrie Cannon Mega Minion Mini P.E.K.K.A
Cannon

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 Valkyrie Prince
Valkyrie
Mega Minion
Mini P.E.K.K.A Prince
Knight Valkyrie Prince
Knight
Prince
Mini P.E.K.K.A
Mega Minion Mini P.E.K.K.A Prince
Valkyrie
Prince
Prince
Valkyrie
Mega Minion
Prince
Mega Minion
Mega Minion Mini P.E.K.K.A
Prince
Prince
Mega Minion
Knight Mega Minion Mini P.E.K.K.A Valkyrie Prince
Mega Minion Prince
Prince
Prince

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