My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Valkyrie Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows The Log

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 Hog Rider Mega Knight

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.

Mini P.E.K.K.A Valkyrie Hog Rider Mega Knight

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
Hog Rider Guards
Giant Snowball
Hog Rider Guards
Zap
Inferno Tower Guards
Barbarian Barrel
Valkyrie Inferno Tower Guards
The Log
Mini P.E.K.K.A Hog Rider Guards
Earthquake
Hog Rider Inferno Tower Guards
Arrows
Guards
Royal Delivery
Mini P.E.K.K.A Valkyrie Hog Rider Guards
Fireball
Hog Rider Inferno Tower
Poison
Inferno Tower Guards
Lightning
Mini P.E.K.K.A Valkyrie Inferno Tower
Rocket
Valkyrie Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie The Log Mega Knight

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 Mini P.E.K.K.A Valkyrie Inferno Tower Guards Mega Knight

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.

The Log Arrows Guards Mini P.E.K.K.A Valkyrie Hog Rider Inferno Tower Mega Knight

Shortest cycle

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

12 The Log Arrows Guards Mini P.E.K.K.A

Attack Synergies 3 10

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.

Arrows
Hog Rider Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Arrows Valkyrie Hog Rider The Log Mega Knight
Valkyrie
Hog Rider Mini P.E.K.K.A
Hog Rider
Arrows Valkyrie The Log Mini P.E.K.K.A Guards Mega Knight
Inferno Tower
Guards
Hog Rider The Log
The Log
Hog Rider Mini P.E.K.K.A Guards Mega Knight
Mega Knight
Arrows Mini P.E.K.K.A Hog Rider The Log

Defense Synergies 4 10

Arrows
Mega Knight Mini P.E.K.K.A Valkyrie Inferno Tower
Mini P.E.K.K.A
The Log Arrows Valkyrie Guards
Valkyrie
Arrows Mini P.E.K.K.A Inferno Tower The Log
Hog Rider
Inferno Tower
Guards The Log Arrows Valkyrie Mega Knight
Guards
Inferno Tower Mini P.E.K.K.A The Log
The Log
Mini P.E.K.K.A Inferno Tower Valkyrie Guards Mega Knight
Mega Knight
Arrows Inferno Tower The Log

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.

Valkyrie Inferno Tower The Log
Mini P.E.K.K.A Inferno Tower Valkyrie The Log Mega Knight
Mini P.E.K.K.A Inferno Tower Mega Knight Valkyrie
Mini P.E.K.K.A Inferno Tower Valkyrie Guards Mega Knight
Arrows Mini P.E.K.K.A Valkyrie The Log Mega Knight
Arrows The Log Valkyrie Guards Mega Knight
Inferno Tower Arrows
Arrows Valkyrie Inferno Tower The Log Mega Knight
Mini P.E.K.K.A Inferno Tower
Guards Mini P.E.K.K.A Valkyrie Inferno Tower Mega Knight
Valkyrie Guards Arrows The Log Mega Knight
Arrows Inferno Tower
Mini P.E.K.K.A Inferno Tower Mega Knight Valkyrie Guards The Log
Valkyrie Mega Knight Arrows Mini P.E.K.K.A Guards The Log
Mini P.E.K.K.A Inferno Tower Mega Knight
Inferno Tower Mini P.E.K.K.A The Log Mega Knight
Mega Knight Arrows Mini P.E.K.K.A Valkyrie Inferno Tower
Arrows Mega Knight Valkyrie Guards The Log
Arrows Valkyrie The Log Guards Mega Knight
Mini P.E.K.K.A Inferno Tower
Valkyrie Mega Knight Arrows Mini P.E.K.K.A Guards The Log

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 Guards Mega Knight Inferno Tower
Arrows Mini P.E.K.K.A Valkyrie The Log Mega Knight
Guards Mega Knight Mini P.E.K.K.A Valkyrie Inferno Tower The Log
Mini P.E.K.K.A Valkyrie Guards Mega Knight Inferno Tower The Log
Inferno Tower Mini P.E.K.K.A Valkyrie Guards Mega Knight
Arrows
Mini P.E.K.K.A Guards Valkyrie Inferno Tower
Mini P.E.K.K.A Inferno Tower Mega Knight Valkyrie
Mega Knight Mini P.E.K.K.A Valkyrie Inferno Tower The Log
Inferno Tower Guards
Mega Knight Mini P.E.K.K.A Valkyrie Inferno Tower Guards
Mega Knight Arrows Valkyrie Guards The Log
Mini P.E.K.K.A Mega Knight Valkyrie Inferno Tower Guards
Valkyrie Mega Knight
Inferno Tower Guards Mini P.E.K.K.A Valkyrie The Log
Arrows Valkyrie Mega Knight Mini P.E.K.K.A Inferno Tower The Log

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 Guards The Log
Arrows The Log
Arrows The Log
Arrows Valkyrie Guards The Log
Arrows Valkyrie The Log Mega Knight
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Mini P.E.K.K.A Guards
Arrows Valkyrie The Log
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A The Log Mega Knight
Arrows Valkyrie The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Valkyrie Mega Knight
Arrows The Log
Arrows The Log Mega Knight
Arrows The Log
Arrows
Guards
Mini P.E.K.K.A
Arrows The Log Mega Knight
Arrows
Mega Knight
Arrows The Log
Guards
Arrows
Arrows The Log
Mini P.E.K.K.A Valkyrie Mega Knight
Arrows The Log
Arrows
Mega Knight
Guards The Log
The Log Mega Knight

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