My Best Clash Royale Deck

Deck Check Rating

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

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.

Missing

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.

Knight Royal Recruits Valkyrie 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 Arrows Rage

Punishments

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

Elite Barbarians Royal Recruits

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 Elite Barbarians Royal Recruits 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.

Elite Barbarians 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
Elite Barbarians Royal Recruits
Giant Snowball
Royal Recruits
Zap
Barbarian Barrel
Knight Elite Barbarians Royal Recruits Valkyrie
The Log
Elite Barbarians Royal Recruits
Earthquake
Arrows
Royal Recruits
Royal Delivery
Knight Elite Barbarians Royal Recruits Valkyrie P.E.K.K.A
Fireball
Elite Barbarians
Poison
Royal Recruits
Lightning
Knight Elite Barbarians Valkyrie
Rocket
Elite Barbarians Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Royal Recruits Valkyrie Rage P.E.K.K.A

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.

Elite Barbarians

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.

Zap Rage Arrows Knight Valkyrie Elite Barbarians Royal Recruits P.E.K.K.A

Shortest cycle

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

10 Zap Rage Arrows Knight

Attack Synergies 7 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 Elite Barbarians P.E.K.K.A Knight Royal Recruits Valkyrie
Arrows
Zap Elite Barbarians P.E.K.K.A Knight
Knight
Zap Arrows Elite Barbarians
Elite Barbarians
Zap Arrows Valkyrie Rage Knight
Royal Recruits
Zap
Valkyrie
Elite Barbarians Zap P.E.K.K.A
Rage
Elite Barbarians
P.E.K.K.A
Zap Arrows Valkyrie

Defense Synergies 1 9

Zap
Arrows Knight Elite Barbarians Valkyrie P.E.K.K.A
Arrows
Zap Knight Valkyrie P.E.K.K.A
Knight
Zap Arrows
Elite Barbarians
Valkyrie Zap
Royal Recruits
Valkyrie
Elite Barbarians Zap Arrows P.E.K.K.A
Rage
P.E.K.K.A
Zap Arrows Valkyrie

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 Royal Recruits Valkyrie
Elite Barbarians P.E.K.K.A Zap Knight Royal Recruits Valkyrie
P.E.K.K.A Knight Elite Barbarians Royal Recruits Valkyrie
Elite Barbarians Royal Recruits P.E.K.K.A Knight Valkyrie
Arrows Elite Barbarians Royal Recruits Valkyrie P.E.K.K.A
Arrows Zap Valkyrie
Zap Arrows
Zap Arrows Royal Recruits Valkyrie P.E.K.K.A
P.E.K.K.A Elite Barbarians Royal Recruits
Knight Elite Barbarians Royal Recruits Valkyrie
Valkyrie Zap Arrows Knight Royal Recruits
Arrows Zap
Royal Recruits P.E.K.K.A Zap Knight Elite Barbarians Valkyrie
Valkyrie Zap Arrows Royal Recruits P.E.K.K.A
Elite Barbarians Royal Recruits P.E.K.K.A Knight
Zap Elite Barbarians Royal Recruits P.E.K.K.A
Arrows Knight Elite Barbarians Royal Recruits Valkyrie P.E.K.K.A
Arrows Zap Knight Elite Barbarians Royal Recruits Valkyrie
Zap Arrows Valkyrie Knight Royal Recruits
P.E.K.K.A Elite Barbarians Royal Recruits
Royal Recruits Valkyrie Arrows Knight Elite Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Knight Royal Recruits Valkyrie Zap Elite Barbarians P.E.K.K.A
Zap Arrows Knight Elite Barbarians Valkyrie
Royal Recruits P.E.K.K.A Zap Knight Elite Barbarians Valkyrie
Royal Recruits Valkyrie P.E.K.K.A Zap Knight Elite Barbarians
Royal Recruits P.E.K.K.A Knight Elite Barbarians Valkyrie
Arrows Zap
Royal Recruits P.E.K.K.A Knight Elite Barbarians Valkyrie
P.E.K.K.A Knight Elite Barbarians Royal Recruits Valkyrie
Zap Royal Recruits P.E.K.K.A Knight Elite Barbarians Valkyrie
Royal Recruits P.E.K.K.A
P.E.K.K.A Knight Elite Barbarians Royal Recruits Valkyrie
Royal Recruits P.E.K.K.A Zap Arrows Elite Barbarians Valkyrie
Elite Barbarians Royal Recruits P.E.K.K.A Knight Valkyrie
Royal Recruits Valkyrie
Elite Barbarians Royal Recruits Zap Knight Valkyrie P.E.K.K.A
Arrows Valkyrie Zap Elite Barbarians Royal Recruits P.E.K.K.A

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 Royal Recruits Valkyrie
Arrows Zap
Arrows
Arrows Knight Royal Recruits Valkyrie
Zap Arrows Valkyrie
Arrows Zap
Arrows
Arrows Zap
Arrows Zap
Elite Barbarians
Zap Arrows Knight Royal Recruits Valkyrie
Zap Arrows
Knight Elite Barbarians
Arrows
Zap Arrows Elite Barbarians
Zap Arrows
Arrows Royal Recruits
Arrows
Zap Arrows
Zap Arrows Valkyrie
Arrows
Zap Arrows Royal Recruits
Zap Arrows Valkyrie
Arrows Zap
Zap Arrows
Zap Arrows
Elite Barbarians Zap Arrows
Zap
Elite Barbarians
Zap Arrows
Zap Arrows
P.E.K.K.A
Arrows
Zap Royal Recruits
Zap Arrows
Arrows
Knight Valkyrie
Arrows Zap
Zap Arrows
Elite Barbarians Royal Recruits P.E.K.K.A
Zap Elite Barbarians Royal Recruits
Zap
Zap Royal Recruits

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