My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins

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.

Spear Goblins Knight Valkyrie Dark Prince 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 The Log

Punishments

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

Dark Prince

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.

Spear Goblins Knight Valkyrie Dark Prince 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 Dark Prince

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
Spear Goblins Guards Dark Prince
Giant Snowball
Spear Goblins Guards
Zap
Spear Goblins Guards Dark Prince
Barbarian Barrel
Spear Goblins Knight Valkyrie Guards Dark Prince
The Log
Spear Goblins Guards Dark Prince
Earthquake
Spear Goblins Guards
Arrows
Spear Goblins Guards
Royal Delivery
Spear Goblins Knight Valkyrie Guards Dark Prince P.E.K.K.A
Fireball
Poison
Spear Goblins Guards
Lightning
Knight Valkyrie Dark Prince
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Dark Prince The Log

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.

Spear Goblins Knight Valkyrie Guards Dark Prince P.E.K.K.A

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Zap The Log Knight Guards Valkyrie Dark Prince P.E.K.K.A

Shortest cycle

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

9 Spear Goblins Zap The Log Knight

Attack Synergies 3 12

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.

Spear Goblins
Knight Valkyrie Zap Dark Prince
Zap
P.E.K.K.A Spear Goblins Knight Valkyrie Guards Dark Prince The Log
Knight
Spear Goblins Zap The Log
Valkyrie
Spear Goblins Zap Dark Prince P.E.K.K.A
Guards
Zap The Log
Dark Prince
Spear Goblins Zap Valkyrie
P.E.K.K.A
Zap Valkyrie The Log
The Log
Zap Knight Guards P.E.K.K.A

Defense Synergies 2 17

Spear Goblins
Knight Zap Valkyrie Guards Dark Prince P.E.K.K.A The Log
Zap
Spear Goblins Knight Valkyrie Guards Dark Prince P.E.K.K.A The Log
Knight
Spear Goblins Zap The Log
Valkyrie
Spear Goblins Zap P.E.K.K.A The Log
Guards
Spear Goblins Zap The Log
Dark Prince
Spear Goblins Zap The Log
P.E.K.K.A
The Log Spear Goblins Zap Valkyrie
The Log
P.E.K.K.A Spear Goblins Zap Knight Valkyrie Guards Dark Prince

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.

Spear Goblins Zap Knight Valkyrie The Log
P.E.K.K.A Zap Knight Valkyrie Dark Prince The Log
P.E.K.K.A Knight Valkyrie Dark Prince
P.E.K.K.A Knight Valkyrie Guards Dark Prince
Valkyrie Dark Prince P.E.K.K.A The Log
The Log Spear Goblins Zap Valkyrie Guards Dark Prince
Spear Goblins Zap
Zap Valkyrie P.E.K.K.A The Log
P.E.K.K.A
Knight Guards Spear Goblins Valkyrie Dark Prince
Valkyrie Guards Spear Goblins Zap Knight Dark Prince The Log
Spear Goblins Zap
P.E.K.K.A Zap Knight Valkyrie Guards Dark Prince The Log
Valkyrie Zap Guards Dark Prince P.E.K.K.A The Log
P.E.K.K.A Knight
Zap P.E.K.K.A The Log
Knight Valkyrie Dark Prince P.E.K.K.A
Spear Goblins Zap Knight Valkyrie Guards Dark Prince The Log
Zap Valkyrie The Log Spear Goblins Knight Guards Dark Prince
P.E.K.K.A
Valkyrie Dark Prince Spear Goblins Knight Guards P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight Valkyrie Guards Spear Goblins Zap Dark Prince P.E.K.K.A
Zap Knight Valkyrie The Log
Guards P.E.K.K.A Spear Goblins Zap Knight Valkyrie Dark Prince The Log
Valkyrie Guards Dark Prince P.E.K.K.A Zap Knight The Log
P.E.K.K.A Knight Valkyrie Guards Dark Prince
Zap
Guards Dark Prince P.E.K.K.A Spear Goblins Knight Valkyrie
P.E.K.K.A Knight Valkyrie Dark Prince
Zap P.E.K.K.A Spear Goblins Knight Valkyrie Dark Prince The Log
P.E.K.K.A Guards
P.E.K.K.A Knight Valkyrie Guards Dark Prince
P.E.K.K.A Zap Valkyrie Guards Dark Prince The Log
Dark Prince P.E.K.K.A Knight Valkyrie Guards
Valkyrie
Guards Spear Goblins Zap Knight Valkyrie Dark Prince P.E.K.K.A The Log
Valkyrie Zap Dark Prince P.E.K.K.A The Log
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 Guards The Log
Zap The Log
The Log
Knight Valkyrie Guards Dark Prince The Log
Zap Valkyrie Dark Prince The Log
Spear Goblins Zap
The Log
The Log Zap
The Log Zap
Guards
Zap Knight Valkyrie Dark Prince The Log
Zap
Knight The Log
Zap The Log
Spear Goblins Zap The Log
The Log
Zap Dark Prince The Log
Zap Valkyrie The Log
The Log
The Log
Zap The Log
Zap The Log Valkyrie Dark Prince
The Log Zap
Zap The Log
Zap The Log
Zap
Zap Guards
Zap The Log
Zap
P.E.K.K.A
The Log
Zap Spear Goblins Guards Dark Prince
Zap
The Log
Knight Valkyrie Dark Prince
The Log Zap
Zap
Dark Prince P.E.K.K.A
Zap Guards The Log
Zap
Zap Dark Prince The Log
P.E.K.K.A

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