My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Witch

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.

Valkyrie Witch Mega Knight Mighty Miner

Offensive cards

Win conditions

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

Miner

Damage spells

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

Arrows

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 Miner Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

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 Mega Knight Mighty Miner

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 Miner Mighty Miner

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
Guards Miner Mighty Miner
Giant Snowball
Guards Witch Miner Mighty Miner
Zap
Guards Witch Mighty Miner
Barbarian Barrel
Valkyrie Guards Witch
The Log
Mini P.E.K.K.A Guards Witch
Earthquake
Guards Witch
Arrows
Guards Witch
Royal Delivery
Mini P.E.K.K.A Valkyrie Guards Witch Miner
Fireball
Witch Mighty Miner
Poison
Guards Witch
Lightning
Mini P.E.K.K.A Valkyrie Witch Mighty Miner
Rocket
Valkyrie Witch Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie 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 Guards Miner Mega Knight Mighty Miner

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.

Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Guards Miner Mini P.E.K.K.A Valkyrie Mighty Miner Witch Mega Knight

Shortest cycle

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

13 Arrows Guards Miner Mini P.E.K.K.A

Attack Synergies 1 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
Mini P.E.K.K.A Miner Mega Knight Mighty Miner
Mini P.E.K.K.A
Arrows Valkyrie Mega Knight
Valkyrie
Mini P.E.K.K.A Witch
Guards
Miner
Witch
Valkyrie Miner Mega Knight
Miner
Guards Arrows Witch Mega Knight
Mega Knight
Arrows Mini P.E.K.K.A Witch Miner
Mighty Miner
Arrows

Defense Synergies 1 9

Arrows
Mega Knight Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A
Arrows Valkyrie Guards Witch
Valkyrie
Arrows Mini P.E.K.K.A Witch
Guards
Mini P.E.K.K.A Witch
Witch
Mini P.E.K.K.A Valkyrie Guards Mega Knight
Miner
Mega Knight
Mega Knight
Arrows Witch Miner
Mighty Miner

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
Mini P.E.K.K.A Valkyrie Witch Mega Knight
Mini P.E.K.K.A Witch Mega Knight Valkyrie
Mini P.E.K.K.A Witch Valkyrie Guards Mega Knight
Arrows Mini P.E.K.K.A Valkyrie Mega Knight
Arrows Valkyrie Guards Mega Knight
Arrows Witch
Arrows Valkyrie Mega Knight
Mini P.E.K.K.A Witch Mighty Miner
Guards Mini P.E.K.K.A Valkyrie Miner Mega Knight
Valkyrie Guards Witch Arrows Mega Knight
Arrows Witch
Mini P.E.K.K.A Mega Knight Valkyrie Guards Witch
Valkyrie Mega Knight Arrows Mini P.E.K.K.A Guards Witch
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A Mega Knight
Mega Knight Arrows Mini P.E.K.K.A Valkyrie Witch
Arrows Mega Knight Valkyrie Guards Witch
Arrows Valkyrie Witch Guards Mega Knight
Mini P.E.K.K.A
Valkyrie Mega Knight Arrows Mini P.E.K.K.A Guards Witch

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 Witch
Arrows Mini P.E.K.K.A Valkyrie Miner Mega Knight
Guards Mega Knight Mini P.E.K.K.A Valkyrie Witch
Mini P.E.K.K.A Valkyrie Guards Mega Knight
Mini P.E.K.K.A Valkyrie Guards Witch Mega Knight Mighty Miner
Arrows Witch
Mini P.E.K.K.A Guards Valkyrie Witch
Mini P.E.K.K.A Mega Knight Mighty Miner Valkyrie
Mega Knight Mini P.E.K.K.A Valkyrie Witch
Witch Guards
Mega Knight Mini P.E.K.K.A Valkyrie Guards Witch
Mega Knight Arrows Valkyrie Guards
Mini P.E.K.K.A Mega Knight Valkyrie Guards Witch
Valkyrie Witch Mega Knight
Guards Witch Mini P.E.K.K.A Valkyrie Mighty Miner
Arrows Valkyrie Mega Knight Mini P.E.K.K.A Witch Mighty Miner
Arrows

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
Arrows Miner
Arrows Miner
Arrows Valkyrie Guards
Arrows Valkyrie Mega Knight
Arrows Witch
Arrows Witch
Arrows
Arrows Miner
Mini P.E.K.K.A Guards
Miner Arrows Valkyrie
Arrows
Miner
Arrows
Arrows
Arrows Witch
Arrows Mega Knight
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Mega Knight
Arrows Valkyrie Witch Miner Mega Knight
Mega Knight
Arrows
Arrows
Arrows Valkyrie Witch Mega Knight
Witch
Arrows Miner Witch
Arrows Witch Miner Mega Knight
Miner Arrows
Arrows Witch
Guards Witch
Mini P.E.K.K.A
Arrows Miner Mega Knight
Arrows
Mighty Miner Mega Knight
Arrows
Guards Witch
Arrows Witch
Arrows
Miner Mini P.E.K.K.A Valkyrie Mega Knight
Arrows
Arrows
Mega Knight
Guards Witch
Witch
Witch Miner Mega Knight

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