My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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 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.

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 Valkyrie Battle Ram Wizard Prince

Offensive cards

Win conditions

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

Battle Ram Hog Rider

Damage spells

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

Fireball

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 Hog Rider Prince

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.

Mini P.E.K.K.A Valkyrie Battle Ram Hog Rider Prince

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
Skeletons Battle Ram Hog Rider Prince
Giant Snowball
Skeletons Battle Ram Hog Rider
Zap
Skeletons Battle Ram Prince
Barbarian Barrel
Skeletons Valkyrie Battle Ram Wizard
The Log
Skeletons Mini P.E.K.K.A Battle Ram Hog Rider Prince
Earthquake
Skeletons Hog Rider
Arrows
Skeletons
Royal Delivery
Skeletons Mini P.E.K.K.A Valkyrie Battle Ram Hog Rider Wizard Prince
Fireball
Battle Ram Hog Rider Wizard
Poison
Wizard
Lightning
Mini P.E.K.K.A Valkyrie Battle Ram Wizard Prince
Rocket
Valkyrie Hog Rider Wizard Prince

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.

Mini P.E.K.K.A Valkyrie Battle Ram Prince

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fireball Mini P.E.K.K.A Valkyrie Battle Ram Hog Rider Wizard Prince

Shortest cycle

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

13 Skeletons Fireball Mini P.E.K.K.A Valkyrie

Attack Synergies 3 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.

Skeletons
Fireball
Hog Rider Battle Ram
Mini P.E.K.K.A
Valkyrie Hog Rider Wizard
Valkyrie
Hog Rider Prince Mini P.E.K.K.A Battle Ram Wizard
Battle Ram
Fireball Valkyrie
Hog Rider
Fireball Valkyrie Mini P.E.K.K.A Wizard Prince
Wizard
Mini P.E.K.K.A Valkyrie Hog Rider Prince
Prince
Valkyrie Hog Rider Wizard

Defense Synergies 0 10

Skeletons
Mini P.E.K.K.A Wizard Prince
Fireball
Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A
Skeletons Fireball Valkyrie Wizard
Valkyrie
Fireball Mini P.E.K.K.A Wizard Prince
Battle Ram
Hog Rider
Wizard
Skeletons Mini P.E.K.K.A Valkyrie Prince
Prince
Skeletons 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.

Fireball Valkyrie Wizard
Mini P.E.K.K.A Skeletons Valkyrie Prince
Mini P.E.K.K.A Prince Skeletons Valkyrie
Mini P.E.K.K.A Prince Skeletons Valkyrie
Fireball Mini P.E.K.K.A Valkyrie Prince
Fireball Skeletons Valkyrie
Fireball Wizard
Fireball Valkyrie
Mini P.E.K.K.A Skeletons Prince
Skeletons Mini P.E.K.K.A Valkyrie Prince
Valkyrie Skeletons Fireball Wizard
Fireball Wizard
Mini P.E.K.K.A Prince Skeletons Fireball Valkyrie Wizard
Fireball Valkyrie Wizard Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince
Fireball Mini P.E.K.K.A Prince
Wizard Skeletons Fireball Mini P.E.K.K.A Valkyrie Prince
Fireball Valkyrie Wizard Prince
Valkyrie Wizard Fireball
Mini P.E.K.K.A Prince
Valkyrie Wizard Fireball Mini P.E.K.K.A Prince
Mini P.E.K.K.A

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 Skeletons Fireball Prince
Fireball Mini P.E.K.K.A Valkyrie Wizard Prince
Skeletons Mini P.E.K.K.A Valkyrie Prince
Mini P.E.K.K.A Valkyrie Prince Fireball
Skeletons Mini P.E.K.K.A Valkyrie Prince
Fireball Wizard Skeletons
Mini P.E.K.K.A Prince Skeletons Fireball Valkyrie
Mini P.E.K.K.A Valkyrie Prince
Skeletons Fireball Mini P.E.K.K.A Valkyrie Prince
Skeletons
Mini P.E.K.K.A Valkyrie Prince
Fireball Valkyrie Prince
Mini P.E.K.K.A Prince Skeletons Fireball Valkyrie Wizard
Wizard Fireball Valkyrie
Skeletons Fireball Mini P.E.K.K.A Valkyrie Prince
Valkyrie Fireball Mini P.E.K.K.A Wizard
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
Fireball
Fireball Valkyrie Prince
Fireball Wizard Valkyrie
Fireball Wizard
Wizard
Fireball Wizard
Fireball Wizard
Fireball Mini P.E.K.K.A Prince
Fireball Valkyrie Wizard Prince
Fireball Wizard
Fireball
Fireball
Fireball Prince
Fireball Wizard
Fireball Wizard
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard Prince
Fireball Valkyrie Wizard
Fireball Prince
Fireball Wizard
Prince
Fireball
Fireball Valkyrie Wizard
Fireball Wizard
Fireball Wizard Prince
Fireball
Fireball Wizard
Fireball Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball
Prince
Fireball Wizard
Fireball Prince
Fireball Wizard
Fireball
Fireball Mini P.E.K.K.A Valkyrie Wizard Prince
Fireball Wizard
Fireball
Prince
Fireball
Fireball
Fireball Prince
Prince
Fireball Wizard

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