My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

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:

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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:

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AND/OR

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

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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:

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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 Inferno Dragon Ram Rider

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.

Royal Giant Valkyrie Wizard P.E.K.K.A Inferno Dragon Ram Rider

Offensive cards

Win conditions

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

Royal Giant Ram Rider

Damage spells

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

Fireball Rage

Punishments

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

Royal Giant Ram Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Giant Valkyrie P.E.K.K.A Ram 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.

Valkyrie Ram 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
Royal Giant Inferno Dragon Ram Rider
Giant Snowball
Inferno Dragon Ram Rider
Zap
Royal Giant Inferno Dragon Ram Rider
Barbarian Barrel
Valkyrie Wizard
The Log
Royal Giant Ram Rider
Earthquake
Arrows
Royal Delivery
Valkyrie Wizard P.E.K.K.A Inferno Dragon Ram Rider
Fireball
Wizard Inferno Dragon Ram Rider
Poison
Wizard
Lightning
Valkyrie Wizard Inferno Dragon Ram Rider
Rocket
Valkyrie Wizard Inferno Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Rage P.E.K.K.A Inferno Dragon

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.

Royal Giant Fireball

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.

Fireball 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 Fireball Valkyrie Inferno Dragon Wizard Ram Rider Royal Giant P.E.K.K.A

Shortest cycle

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

14 Rage Fireball Valkyrie Inferno Dragon

Attack Synergies 1 9

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.

Royal Giant
Fireball Wizard
Fireball
Royal Giant Ram Rider
Valkyrie
Wizard P.E.K.K.A Ram Rider
Wizard
Royal Giant Valkyrie Rage P.E.K.K.A Ram Rider
Rage
Wizard
P.E.K.K.A
Valkyrie Wizard Ram Rider
Inferno Dragon
Ram Rider
Fireball Valkyrie Wizard P.E.K.K.A

Defense Synergies 0 5

Royal Giant
Fireball
Valkyrie Ram Rider
Valkyrie
Fireball Wizard P.E.K.K.A
Wizard
Valkyrie P.E.K.K.A
Rage
P.E.K.K.A
Valkyrie Wizard
Inferno Dragon
Ram Rider
Fireball

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.

Fireball Valkyrie Wizard Ram Rider
P.E.K.K.A Inferno Dragon Valkyrie Ram Rider
P.E.K.K.A Ram Rider Valkyrie Inferno Dragon
P.E.K.K.A Inferno Dragon Valkyrie Ram Rider
Fireball Valkyrie P.E.K.K.A
Fireball Valkyrie
Inferno Dragon Ram Rider Fireball Wizard
Fireball Valkyrie P.E.K.K.A Ram Rider
P.E.K.K.A Inferno Dragon
Valkyrie
Valkyrie Fireball Wizard Ram Rider
Inferno Dragon Fireball Wizard Ram Rider
P.E.K.K.A Fireball Valkyrie Wizard Ram Rider
Fireball Valkyrie Wizard P.E.K.K.A
P.E.K.K.A Inferno Dragon Ram Rider
Fireball P.E.K.K.A Inferno Dragon Ram Rider
Wizard Fireball Valkyrie P.E.K.K.A
Fireball Valkyrie Wizard Ram Rider
Valkyrie Wizard Fireball Inferno Dragon Ram Rider
P.E.K.K.A Inferno Dragon Ram Rider
Valkyrie Wizard Fireball P.E.K.K.A
P.E.K.K.A Inferno Dragon

Counters to secondary win conditions

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

Valkyrie Fireball P.E.K.K.A
Fireball Valkyrie Wizard Inferno Dragon
P.E.K.K.A Valkyrie Ram Rider
Valkyrie P.E.K.K.A Fireball Ram Rider
P.E.K.K.A Valkyrie Inferno Dragon Ram Rider
Fireball Wizard Ram Rider
P.E.K.K.A Fireball Valkyrie Ram Rider
P.E.K.K.A Valkyrie Inferno Dragon
P.E.K.K.A Fireball Valkyrie Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Valkyrie
P.E.K.K.A Fireball Valkyrie
P.E.K.K.A Fireball Valkyrie Wizard Ram Rider
Wizard Fireball Valkyrie
Fireball Valkyrie P.E.K.K.A Inferno Dragon
Valkyrie Fireball Wizard P.E.K.K.A Inferno Dragon
Fireball

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.)

Fireball Valkyrie
Fireball Ram Rider
Fireball
Fireball Valkyrie
Fireball Wizard Valkyrie
Fireball Wizard Ram Rider
Wizard
Fireball Wizard Ram Rider
Fireball Wizard Ram Rider
Fireball
Fireball Valkyrie Wizard Ram Rider
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball Valkyrie Wizard
Fireball
Fireball Wizard
Fireball
Fireball Valkyrie Wizard
Inferno Dragon
Fireball Wizard Ram Rider
Fireball Wizard Ram Rider
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball
P.E.K.K.A
Fireball Wizard
Fireball
Fireball Wizard Ram Rider
Fireball
Fireball Valkyrie Wizard
Fireball Wizard
Fireball
P.E.K.K.A
Fireball
Fireball
Fireball
P.E.K.K.A Inferno Dragon
Fireball Wizard

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