My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit 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.

Skeletons Ice Spirit Knight Valkyrie Wizard P.E.K.K.A

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.

Zap

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.

Fire Spirit Ice Spirit Knight Valkyrie P.E.K.K.A

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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Valkyrie Wizard

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.

Fire Spirit Ice Spirit Knight Valkyrie P.E.K.K.A

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.

Fire Spirit Ice Spirit 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Ice Spirit Zap Knight Valkyrie Wizard P.E.K.K.A

Shortest cycle

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

5 Skeletons Fire Spirit Ice Spirit Zap

Attack Synergies 7 8

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
Fire Spirit
Valkyrie P.E.K.K.A Zap Knight
Ice Spirit
Zap Knight Valkyrie P.E.K.K.A
Zap
Ice Spirit P.E.K.K.A Fire Spirit Knight Valkyrie
Knight
Ice Spirit Fire Spirit Zap Wizard
Valkyrie
Fire Spirit Ice Spirit Zap Wizard P.E.K.K.A
Wizard
Knight Valkyrie P.E.K.K.A
P.E.K.K.A
Fire Spirit Ice Spirit Zap Valkyrie Wizard

Defense Synergies 2 21

Skeletons
Fire Spirit Ice Spirit Zap Knight Wizard P.E.K.K.A
Fire Spirit
Knight Skeletons Ice Spirit Zap Valkyrie P.E.K.K.A
Ice Spirit
Zap Skeletons Fire Spirit Knight Valkyrie Wizard P.E.K.K.A
Zap
Ice Spirit Skeletons Fire Spirit Knight Valkyrie P.E.K.K.A
Knight
Fire Spirit Skeletons Ice Spirit Zap Wizard
Valkyrie
Fire Spirit Ice Spirit Zap Wizard P.E.K.K.A
Wizard
Skeletons Ice Spirit Knight Valkyrie P.E.K.K.A
P.E.K.K.A
Skeletons Fire Spirit Ice Spirit Zap Valkyrie 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.

Zap Knight Valkyrie Wizard
P.E.K.K.A Skeletons Ice Spirit Zap Knight Valkyrie
P.E.K.K.A Skeletons Fire Spirit Knight Valkyrie
P.E.K.K.A Skeletons Knight Valkyrie
Valkyrie P.E.K.K.A
Skeletons Fire Spirit Zap Valkyrie
Fire Spirit Ice Spirit Zap Wizard
Zap Valkyrie P.E.K.K.A
P.E.K.K.A Skeletons
Knight Skeletons Fire Spirit Ice Spirit Valkyrie
Valkyrie Skeletons Zap Knight Wizard
Zap Wizard
P.E.K.K.A Skeletons Fire Spirit Ice Spirit Zap Knight Valkyrie Wizard
Fire Spirit Valkyrie Wizard Ice Spirit Zap P.E.K.K.A
P.E.K.K.A Knight
Ice Spirit Zap P.E.K.K.A
Wizard Skeletons Knight Valkyrie P.E.K.K.A
Fire Spirit Ice Spirit Valkyrie Zap Knight Wizard
Zap Valkyrie Wizard Fire Spirit Ice Spirit Knight
P.E.K.K.A
Valkyrie Wizard Fire Spirit Knight P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Valkyrie Skeletons Zap P.E.K.K.A
Zap Knight Valkyrie Wizard
P.E.K.K.A Skeletons Ice Spirit Zap Knight Valkyrie
Valkyrie P.E.K.K.A Zap Knight
P.E.K.K.A Skeletons Knight Valkyrie
Fire Spirit Wizard Skeletons Ice Spirit Zap
P.E.K.K.A Skeletons Knight Valkyrie
P.E.K.K.A Knight Valkyrie
Zap P.E.K.K.A Skeletons Ice Spirit Knight Valkyrie
P.E.K.K.A Skeletons
P.E.K.K.A Knight Valkyrie
P.E.K.K.A Zap Valkyrie
P.E.K.K.A Skeletons Knight Valkyrie Wizard
Wizard Valkyrie
Skeletons Ice Spirit Zap Knight Valkyrie P.E.K.K.A
Valkyrie Zap Wizard P.E.K.K.A
Zap

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
Zap
Knight Valkyrie
Wizard Fire Spirit Zap Valkyrie
Wizard Fire Spirit Ice Spirit Zap
Fire Spirit Wizard
Fire Spirit Ice Spirit Zap Wizard
Zap Wizard
Fire Spirit
Zap Knight Valkyrie Wizard
Fire Spirit Zap Wizard
Fire Spirit Knight
Zap
Zap Wizard
Wizard
Fire Spirit Zap Wizard
Fire Spirit Zap Valkyrie Wizard
Wizard
Zap
Zap Fire Spirit Ice Spirit Valkyrie Wizard
Zap Wizard
Zap Wizard
Zap
Fire Spirit Zap Wizard
Zap Ice Spirit Wizard
Zap Wizard
Zap Ice Spirit
P.E.K.K.A
Wizard
Zap Fire Spirit Ice Spirit
Fire Spirit Zap Wizard
Knight Valkyrie Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Ice Spirit
Zap
Zap
P.E.K.K.A
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: