My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard 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.

Knight Valkyrie Wizard P.E.K.K.A Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rocket Rage

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Knight Valkyrie P.E.K.K.A Mega Knight

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.

Valkyrie 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
Giant Snowball
Zap
Barbarian Barrel
Knight Valkyrie Wizard Electro Wizard
The Log
Earthquake
Arrows
Royal Delivery
Knight Valkyrie Wizard P.E.K.K.A Electro Wizard
Fireball
Wizard Electro Wizard
Poison
Wizard Electro Wizard
Lightning
Knight Valkyrie Wizard Electro Wizard
Rocket
Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Rocket Mega Knight

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 Valkyrie Rocket Rage P.E.K.K.A Mega Knight

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.

Wizard 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.

Rage Knight Valkyrie Electro Wizard Wizard Rocket P.E.K.K.A Mega Knight

Shortest cycle

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

13 Rage Knight Valkyrie Electro Wizard

Attack Synergies 1 10

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
Wizard Electro Wizard
Valkyrie
Wizard P.E.K.K.A Electro Wizard
Wizard
Knight Valkyrie Rage P.E.K.K.A Mega Knight
Rocket
Rage
Wizard Electro Wizard
P.E.K.K.A
Electro Wizard Valkyrie Wizard
Electro Wizard
P.E.K.K.A Knight Valkyrie Rage Mega Knight
Mega Knight
Wizard Electro Wizard

Defense Synergies 1 9

Knight
Electro Wizard Wizard
Valkyrie
Wizard P.E.K.K.A Electro Wizard
Wizard
Knight Valkyrie P.E.K.K.A Electro Wizard Mega Knight
Rocket
Rage
P.E.K.K.A
Valkyrie Wizard Electro Wizard
Electro Wizard
Knight Valkyrie Wizard P.E.K.K.A Mega Knight
Mega Knight
Wizard Electro Wizard

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.

Rocket Knight Valkyrie Wizard Electro Wizard
P.E.K.K.A Knight Valkyrie Electro Wizard Mega Knight
Rocket P.E.K.K.A Mega Knight Knight Valkyrie Electro Wizard
P.E.K.K.A Knight Valkyrie Electro Wizard Mega Knight
Valkyrie Rocket P.E.K.K.A Mega Knight
Valkyrie Electro Wizard Mega Knight
Rocket Electro Wizard Wizard
Rocket Valkyrie P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Knight Valkyrie Electro Wizard Mega Knight
Valkyrie Electro Wizard Knight Wizard Mega Knight
Wizard Electro Wizard
P.E.K.K.A Mega Knight Knight Valkyrie Wizard Rocket Electro Wizard
Valkyrie Wizard Rocket Mega Knight P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard Mega Knight
Rocket P.E.K.K.A Electro Wizard Mega Knight
Wizard Mega Knight Knight Valkyrie P.E.K.K.A Electro Wizard
Mega Knight Knight Valkyrie Wizard Electro Wizard
Valkyrie Wizard Knight Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Valkyrie Wizard Mega Knight Knight P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight Valkyrie Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Knight Valkyrie Wizard Rocket Mega Knight
P.E.K.K.A Mega Knight Knight Valkyrie Rocket Electro Wizard
Valkyrie Rocket P.E.K.K.A Mega Knight Knight Electro Wizard
P.E.K.K.A Knight Valkyrie Mega Knight
Wizard Rocket Electro Wizard
Rocket P.E.K.K.A Knight Valkyrie Electro Wizard
P.E.K.K.A Mega Knight Knight Valkyrie
Rocket P.E.K.K.A Electro Wizard Mega Knight Knight Valkyrie
P.E.K.K.A
P.E.K.K.A Mega Knight Knight Valkyrie
Rocket P.E.K.K.A Mega Knight Valkyrie Electro Wizard
Rocket P.E.K.K.A Mega Knight Knight Valkyrie Wizard
Wizard Valkyrie Mega Knight
Electro Wizard Knight Valkyrie Rocket P.E.K.K.A
Valkyrie Mega Knight Wizard P.E.K.K.A Electro Wizard
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.)

Knight Valkyrie Rocket
Electro Wizard
Rocket
Knight Valkyrie Rocket
Wizard Rocket Valkyrie Mega Knight
Wizard Rocket
Wizard
Wizard
Wizard
Rocket Electro Wizard
Rocket Knight Valkyrie Wizard Electro Wizard
Wizard Rocket
Rocket Knight
Rocket
Rocket Wizard
Wizard Rocket Mega Knight
Rocket
Rocket
Rocket Wizard Electro Wizard Mega Knight
Rocket Valkyrie Wizard Mega Knight
Rocket Mega Knight
Rocket Wizard
Rocket
Rocket
Valkyrie Wizard Mega Knight
Wizard Electro Wizard
Wizard Mega Knight
Rocket
Wizard Electro Wizard
Rocket Electro Wizard Wizard
Wizard Rocket Mega Knight
Rocket Electro Wizard
P.E.K.K.A Mega Knight
Rocket Wizard
Electro Wizard Rocket
Rocket Wizard Electro Wizard
Knight Valkyrie Wizard Rocket Electro Wizard Mega Knight
Wizard
Rocket
P.E.K.K.A Mega Knight
Rocket Electro Wizard
Rocket Electro Wizard
Rocket Electro Wizard Mega Knight
P.E.K.K.A
Wizard Rocket Mega Knight

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