My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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:

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Ice Wizard

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.

Valkyrie Wizard P.E.K.K.A Ice Wizard Goblinstein

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 Arrows

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.

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
Giant Snowball
Cannon
Zap
Cannon
Barbarian Barrel
Cannon Valkyrie Wizard Ice Wizard
The Log
Cannon
Earthquake
Cannon
Arrows
Royal Delivery
Valkyrie Wizard P.E.K.K.A Ice Wizard
Fireball
Cannon Wizard Ice Wizard
Poison
Cannon Wizard Ice Wizard
Lightning
Cannon Valkyrie Wizard Ice Wizard Goblinstein
Rocket
Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Valkyrie Wizard Ice 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.

Arrows Valkyrie P.E.K.K.A Ice Wizard

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.

Wizard Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Cannon Ice Wizard Valkyrie Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Cannon Ice Wizard

Attack Synergies 3 6

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.

Zap
Arrows P.E.K.K.A Valkyrie Ice Wizard
Arrows
Zap P.E.K.K.A
Cannon
Valkyrie
Zap Wizard P.E.K.K.A
Wizard
Valkyrie P.E.K.K.A
P.E.K.K.A
Zap Arrows Valkyrie Wizard Ice Wizard
Ice Wizard
Zap P.E.K.K.A
Goblinstein

Defense Synergies 1 17

Zap
Cannon Arrows Valkyrie P.E.K.K.A Ice Wizard
Arrows
Zap Cannon Valkyrie P.E.K.K.A Ice Wizard
Cannon
Zap Arrows Valkyrie Wizard Ice Wizard
Valkyrie
Zap Arrows Cannon Wizard P.E.K.K.A Ice Wizard
Wizard
Cannon Valkyrie P.E.K.K.A Ice Wizard
P.E.K.K.A
Zap Arrows Valkyrie Wizard Ice Wizard
Ice Wizard
Zap Arrows Cannon Valkyrie Wizard P.E.K.K.A
Goblinstein

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 Cannon Valkyrie Wizard
P.E.K.K.A Zap Cannon Valkyrie Ice Wizard
Cannon P.E.K.K.A Valkyrie Ice Wizard
Cannon P.E.K.K.A Valkyrie Ice Wizard
Arrows Valkyrie P.E.K.K.A
Arrows Zap Cannon Valkyrie Ice Wizard
Zap Arrows Cannon Wizard Ice Wizard
Zap Arrows Cannon Valkyrie P.E.K.K.A
Cannon P.E.K.K.A Ice Wizard
Cannon Valkyrie Ice Wizard
Valkyrie Ice Wizard Zap Arrows Cannon Wizard
Arrows Zap Wizard Ice Wizard
Cannon P.E.K.K.A Zap Valkyrie Wizard Ice Wizard
Valkyrie Wizard Zap Arrows Cannon P.E.K.K.A
P.E.K.K.A Cannon
Zap Cannon P.E.K.K.A
Wizard Arrows Cannon Valkyrie P.E.K.K.A
Arrows Cannon Valkyrie Zap Wizard Ice Wizard
Zap Arrows Valkyrie Wizard Cannon Ice Wizard
P.E.K.K.A Cannon
Valkyrie Wizard Arrows Cannon P.E.K.K.A
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Valkyrie Zap P.E.K.K.A
Zap Arrows Valkyrie Wizard
P.E.K.K.A Zap Valkyrie
Valkyrie P.E.K.K.A Zap
P.E.K.K.A Cannon Valkyrie
Arrows Wizard Zap Ice Wizard
P.E.K.K.A Valkyrie Ice Wizard
P.E.K.K.A Valkyrie
Zap P.E.K.K.A Valkyrie
P.E.K.K.A Cannon
P.E.K.K.A Valkyrie
P.E.K.K.A Zap Arrows Valkyrie
P.E.K.K.A Cannon Valkyrie Wizard
Wizard Cannon Valkyrie
Zap Valkyrie P.E.K.K.A
Arrows Valkyrie Zap Cannon Wizard P.E.K.K.A Ice Wizard
Zap Arrows Cannon Ice Wizard

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 Valkyrie
Arrows Zap Ice Wizard
Arrows
Arrows Valkyrie
Wizard Zap Arrows Valkyrie
Arrows Wizard Zap Ice Wizard
Arrows Wizard
Arrows Zap Wizard Ice Wizard
Arrows Zap Wizard
Zap Arrows Valkyrie Wizard
Zap Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Zap Arrows Wizard
Zap Arrows Valkyrie Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Valkyrie Wizard Ice Wizard
Arrows Zap Wizard Ice Wizard
Zap Arrows Wizard
Zap Arrows
Zap Arrows Wizard Ice Wizard
Zap Wizard
Zap Arrows Wizard
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap
Zap Arrows Wizard Ice Wizard
Arrows
Valkyrie Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap
Zap
Zap
P.E.K.K.A
Wizard

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