My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

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 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 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.

Skeletons Knight Mega Minion Valkyrie Battle Ram

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows

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

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight Mega Minion Mini P.E.K.K.A Valkyrie Battle Ram

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Knight Cannon Mega Minion Mini P.E.K.K.A Valkyrie Battle Ram

Shortest cycle

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

10 Skeletons Arrows Knight Cannon

Attack Synergies 2 7

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.

Skeletons
Arrows
Knight Mega Minion Mini P.E.K.K.A Battle Ram
Knight
Mega Minion Battle Ram Arrows
Cannon
Mega Minion
Knight Arrows Valkyrie
Mini P.E.K.K.A
Arrows Valkyrie
Valkyrie
Mega Minion Mini P.E.K.K.A Battle Ram
Battle Ram
Knight Arrows Valkyrie

Defense Synergies 3 14

Skeletons
Cannon Knight Mega Minion Mini P.E.K.K.A
Arrows
Knight Cannon Mega Minion Mini P.E.K.K.A Valkyrie
Knight
Cannon Mega Minion Skeletons Arrows Mini P.E.K.K.A
Cannon
Skeletons Knight Arrows Mega Minion Mini P.E.K.K.A Valkyrie
Mega Minion
Knight Skeletons Arrows Cannon Valkyrie
Mini P.E.K.K.A
Skeletons Arrows Knight Cannon Valkyrie
Valkyrie
Arrows Cannon Mega Minion Mini P.E.K.K.A
Battle Ram

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 Skeletons Knight Cannon Mega Minion Valkyrie
Cannon Mini P.E.K.K.A Skeletons Knight Mega Minion Valkyrie
Cannon Mini P.E.K.K.A Skeletons Knight Mega Minion Valkyrie
Arrows Mini P.E.K.K.A Valkyrie
Arrows Skeletons Cannon Mega Minion Valkyrie
Mega Minion Arrows Cannon
Arrows Cannon Valkyrie
Cannon Mini P.E.K.K.A Skeletons
Knight Skeletons Cannon Mini P.E.K.K.A Valkyrie
Valkyrie Skeletons Arrows Knight Cannon Mega Minion
Arrows Mega Minion
Cannon Mini P.E.K.K.A Skeletons Knight Valkyrie
Valkyrie Arrows Cannon Mega Minion Mini P.E.K.K.A
Mini P.E.K.K.A Knight Cannon
Cannon Mini P.E.K.K.A
Skeletons Arrows Knight Cannon Mini P.E.K.K.A Valkyrie
Arrows Cannon Valkyrie Knight Mega Minion
Arrows Valkyrie Knight Cannon Mega Minion
Mini P.E.K.K.A Cannon
Valkyrie Arrows Knight Cannon Mini P.E.K.K.A
Cannon Mini P.E.K.K.A

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 Skeletons
Arrows Knight Mega Minion Mini P.E.K.K.A Valkyrie
Skeletons Knight Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A Valkyrie Knight
Skeletons Knight Cannon Mini P.E.K.K.A Valkyrie
Arrows Skeletons
Mini P.E.K.K.A Skeletons Knight Mega Minion Valkyrie
Mini P.E.K.K.A Knight Valkyrie
Skeletons Knight Mega Minion Mini P.E.K.K.A Valkyrie
Skeletons Cannon Mega Minion
Knight Mega Minion Mini P.E.K.K.A Valkyrie
Arrows Valkyrie
Mini P.E.K.K.A Skeletons Knight Cannon Valkyrie
Cannon Valkyrie
Skeletons Knight Mega Minion Mini P.E.K.K.A Valkyrie
Arrows Valkyrie Cannon Mega Minion Mini P.E.K.K.A
Arrows 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.)

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

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