My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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!
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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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 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.

Valkyrie Baby Dragon Witch Prince Mega Knight

Offensive cards

Win conditions

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

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 Hog Rider Prince Mega Knight

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.

Mini P.E.K.K.A Valkyrie Hog Rider Baby Dragon Prince 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.

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
Hog Rider Skeleton Army Prince
Giant Snowball
Hog Rider Skeleton Army Baby Dragon Witch
Zap
Skeleton Army Witch Prince
Barbarian Barrel
Valkyrie Skeleton Army Witch
The Log
Mini P.E.K.K.A Hog Rider Skeleton Army Witch Prince
Earthquake
Hog Rider Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Mini P.E.K.K.A Valkyrie Hog Rider Skeleton Army Baby Dragon Witch Prince
Fireball
Hog Rider Skeleton Army Baby Dragon Witch
Poison
Skeleton Army Witch
Lightning
Mini P.E.K.K.A Valkyrie Baby Dragon Witch Prince
Rocket
Valkyrie Hog Rider Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Baby Dragon Mega Knight

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.

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

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Mini P.E.K.K.A Valkyrie Hog Rider Baby Dragon Witch Prince Mega Knight

Shortest cycle

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

15 Skeleton Army Mini P.E.K.K.A Valkyrie Hog Rider

Attack Synergies 3 15

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.

Mini P.E.K.K.A
Valkyrie Hog Rider Baby Dragon Mega Knight
Valkyrie
Hog Rider Prince Mini P.E.K.K.A Baby Dragon Witch
Hog Rider
Valkyrie Mini P.E.K.K.A Baby Dragon Witch Prince Mega Knight
Skeleton Army
Baby Dragon
Mini P.E.K.K.A Valkyrie Hog Rider Witch Prince Mega Knight
Witch
Valkyrie Hog Rider Baby Dragon Prince Mega Knight
Prince
Valkyrie Mega Knight Hog Rider Baby Dragon Witch
Mega Knight
Prince Mini P.E.K.K.A Hog Rider Baby Dragon Witch

Defense Synergies 0 13

Mini P.E.K.K.A
Valkyrie Skeleton Army Baby Dragon Witch
Valkyrie
Mini P.E.K.K.A Baby Dragon Witch Prince
Hog Rider
Skeleton Army
Mini P.E.K.K.A Prince
Baby Dragon
Mini P.E.K.K.A Valkyrie Witch Prince Mega Knight
Witch
Mini P.E.K.K.A Valkyrie Baby Dragon Prince Mega Knight
Prince
Valkyrie Skeleton Army Baby Dragon Witch
Mega Knight
Baby Dragon Witch

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.

Valkyrie Baby Dragon
Mini P.E.K.K.A Skeleton Army Valkyrie Witch Prince Mega Knight
Mini P.E.K.K.A Skeleton Army Witch Prince Mega Knight Valkyrie
Mini P.E.K.K.A Skeleton Army Witch Prince Valkyrie Mega Knight
Mini P.E.K.K.A Valkyrie Skeleton Army Prince Mega Knight
Skeleton Army Valkyrie Baby Dragon Mega Knight
Baby Dragon Witch
Valkyrie Baby Dragon Mega Knight
Mini P.E.K.K.A Witch Skeleton Army Prince
Skeleton Army Mini P.E.K.K.A Valkyrie Prince Mega Knight
Valkyrie Skeleton Army Witch Baby Dragon Mega Knight
Baby Dragon Witch
Mini P.E.K.K.A Skeleton Army Prince Mega Knight Valkyrie Witch
Valkyrie Skeleton Army Mega Knight Mini P.E.K.K.A Baby Dragon Witch Prince
Mini P.E.K.K.A Skeleton Army Prince Mega Knight
Skeleton Army Mini P.E.K.K.A Prince Mega Knight
Mega Knight Mini P.E.K.K.A Valkyrie Skeleton Army Witch Prince
Valkyrie Mega Knight Skeleton Army Baby Dragon Witch Prince
Valkyrie Baby Dragon Witch Mega Knight
Mini P.E.K.K.A Prince
Valkyrie Skeleton Army Mega Knight Mini P.E.K.K.A Baby Dragon Witch Prince

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 Skeleton Army Mega Knight Witch Prince
Mini P.E.K.K.A Valkyrie Baby Dragon Prince Mega Knight
Skeleton Army Mega Knight Mini P.E.K.K.A Valkyrie Witch Prince
Mini P.E.K.K.A Valkyrie Skeleton Army Prince Mega Knight
Mini P.E.K.K.A Valkyrie Skeleton Army Witch Prince Mega Knight
Baby Dragon Witch
Mini P.E.K.K.A Skeleton Army Prince Valkyrie Witch
Mini P.E.K.K.A Mega Knight Valkyrie Skeleton Army Prince
Mega Knight Mini P.E.K.K.A Valkyrie Skeleton Army Baby Dragon Witch Prince
Witch Skeleton Army
Mega Knight Mini P.E.K.K.A Valkyrie Witch Prince
Skeleton Army Mega Knight Valkyrie Prince
Mini P.E.K.K.A Skeleton Army Prince Mega Knight Valkyrie Witch
Valkyrie Skeleton Army Baby Dragon Witch Mega Knight
Skeleton Army Witch Mini P.E.K.K.A Valkyrie Baby Dragon Prince
Valkyrie Mega Knight Mini P.E.K.K.A Baby Dragon 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.)

Valkyrie Baby Dragon
Baby Dragon
Baby Dragon
Valkyrie Prince
Valkyrie Baby Dragon Mega Knight
Baby Dragon Witch
Baby Dragon Witch
Baby Dragon
Mini P.E.K.K.A Prince
Valkyrie Prince
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Prince
Baby Dragon Witch
Baby Dragon Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Baby Dragon Prince Mega Knight
Valkyrie Baby Dragon Witch Mega Knight
Baby Dragon Prince Mega Knight
Prince
Baby Dragon
Valkyrie Baby Dragon Witch Mega Knight
Witch
Baby Dragon Witch
Baby Dragon Witch Prince Mega Knight
Baby Dragon
Baby Dragon Witch
Witch
Mini P.E.K.K.A
Mega Knight
Prince Mega Knight
Skeleton Army Witch Prince
Baby Dragon Witch
Mini P.E.K.K.A Valkyrie Baby Dragon Prince Mega Knight
Baby Dragon
Prince Mega Knight
Baby Dragon Witch
Witch
Baby Dragon Witch Prince Mega Knight
Prince
Mega Knight

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