My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Minions 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.

Valkyrie Wizard Elixir Collector Witch P.E.K.K.A Golem Mighty Miner

Offensive cards

Win conditions

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

Golem

Damage spells

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

Missing

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Valkyrie P.E.K.K.A Golem Mighty Miner

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 Golem Mighty Miner

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
Minions Mighty Miner
Giant Snowball
Minions Witch Mighty Miner
Zap
Minions Witch Mighty Miner
Barbarian Barrel
Valkyrie Wizard Witch
The Log
Witch
Earthquake
Elixir Collector Witch
Arrows
Minions Witch
Royal Delivery
Minions Valkyrie Wizard Witch P.E.K.K.A
Fireball
Minions Wizard Elixir Collector Witch Mighty Miner
Poison
Minions Wizard Elixir Collector Witch
Lightning
Valkyrie Wizard Elixir Collector Witch Mighty Miner
Rocket
Valkyrie Wizard Elixir Collector Witch Mighty Miner

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.

Valkyrie Elixir Collector P.E.K.K.A Golem Mighty Miner

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.

Minions 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Minions Valkyrie Mighty Miner Wizard Witch Elixir Collector P.E.K.K.A Golem

Shortest cycle

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

16 Minions Valkyrie Mighty Miner Wizard

Attack Synergies 0 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.

Minions
Valkyrie P.E.K.K.A Golem
Valkyrie
Minions Wizard Witch P.E.K.K.A
Wizard
Valkyrie P.E.K.K.A Golem
Elixir Collector
Witch
Valkyrie P.E.K.K.A Golem
P.E.K.K.A
Minions Valkyrie Wizard Witch
Golem
Minions Wizard Witch
Mighty Miner

Defense Synergies 1 6

Minions
Valkyrie P.E.K.K.A
Valkyrie
Minions Wizard Witch P.E.K.K.A
Wizard
Valkyrie P.E.K.K.A Mighty Miner
Elixir Collector
Witch
Valkyrie
P.E.K.K.A
Minions Valkyrie Wizard
Golem
Mighty Miner
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.

Minions Valkyrie Wizard
P.E.K.K.A Minions Valkyrie Witch
Witch P.E.K.K.A Minions Valkyrie
Witch P.E.K.K.A Minions Valkyrie
Valkyrie P.E.K.K.A
Minions Valkyrie
Minions Wizard Witch
Valkyrie P.E.K.K.A
Witch P.E.K.K.A Mighty Miner Minions
Valkyrie
Minions Valkyrie Witch Wizard
Minions Wizard Witch
P.E.K.K.A Minions Valkyrie Wizard Witch
Valkyrie Wizard Minions Witch P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Wizard Minions Valkyrie Witch P.E.K.K.A
Valkyrie Minions Wizard Witch
Valkyrie Wizard Witch Minions
P.E.K.K.A
Valkyrie Wizard Minions Witch P.E.K.K.A
P.E.K.K.A Mighty Miner

Counters to secondary win conditions

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

Valkyrie Witch P.E.K.K.A
Valkyrie Wizard
P.E.K.K.A Minions Valkyrie Witch
Valkyrie P.E.K.K.A
P.E.K.K.A Valkyrie Witch Mighty Miner
Wizard Minions Witch
P.E.K.K.A Minions Valkyrie Witch
P.E.K.K.A Mighty Miner Valkyrie
P.E.K.K.A Minions Valkyrie Witch
Witch P.E.K.K.A
P.E.K.K.A Minions Valkyrie Witch
P.E.K.K.A Valkyrie
P.E.K.K.A Valkyrie Wizard Witch
Wizard Valkyrie Witch
Witch Minions Valkyrie P.E.K.K.A Mighty Miner
Minions Valkyrie Wizard Witch P.E.K.K.A Mighty Miner

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
Valkyrie
Wizard Valkyrie
Wizard Minions Witch
Wizard Witch
Wizard
Wizard
Minions
Valkyrie Wizard
Wizard
Minions
Wizard Witch
Wizard
Minions
Wizard
Valkyrie Wizard Witch
Minions
Wizard
Valkyrie Wizard Witch
Witch
Wizard Witch
Wizard Witch
Wizard Witch
Minions Wizard Witch
Wizard
P.E.K.K.A Mighty Miner
Wizard
Minions Witch
Wizard Witch
Valkyrie Wizard
Wizard
P.E.K.K.A
Minions Witch
Witch
Witch
P.E.K.K.A
Wizard

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