My Best Clash Royale Deck

Deck Check Rating

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

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Mega Minion Wizard Baby Dragon

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.

Mega Minion Valkyrie Wizard Baby Dragon 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

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.

Barbarians Valkyrie Baby Dragon 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
Barbarians Mega Minion Baby Dragon
Zap
Barbarian Barrel
Barbarians Valkyrie Wizard
The Log
Barbarians
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Mega Minion Valkyrie Wizard Baby Dragon P.E.K.K.A
Fireball
Barbarians Mega Minion Wizard Baby Dragon
Poison
Barbarians Mega Minion Wizard
Lightning
Mega Minion Valkyrie Wizard Baby Dragon
Rocket
Barbarians Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Wizard Baby Dragon 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.

Mega Minion Valkyrie Baby Dragon P.E.K.K.A

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.

Barbarians 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 The Log Mega Minion Valkyrie Baby Dragon Barbarians Wizard P.E.K.K.A

Shortest cycle

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

11 Zap The Log Mega Minion Valkyrie

Attack Synergies 2 11

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
Mega Minion P.E.K.K.A Valkyrie Baby Dragon The Log
Barbarians
Mega Minion
Zap Valkyrie Baby Dragon
Valkyrie
Zap Mega Minion Wizard Baby Dragon P.E.K.K.A
Wizard
Valkyrie P.E.K.K.A
Baby Dragon
Zap Mega Minion Valkyrie P.E.K.K.A
P.E.K.K.A
Zap Valkyrie Wizard Baby Dragon The Log
The Log
Zap P.E.K.K.A

Defense Synergies 2 17

Zap
Mega Minion Barbarians Valkyrie Baby Dragon P.E.K.K.A The Log
Barbarians
Zap
Mega Minion
Zap Valkyrie Wizard Baby Dragon The Log
Valkyrie
Zap Mega Minion Wizard Baby Dragon P.E.K.K.A The Log
Wizard
Mega Minion Valkyrie P.E.K.K.A The Log
Baby Dragon
Zap Mega Minion Valkyrie P.E.K.K.A The Log
P.E.K.K.A
The Log Zap Valkyrie Wizard Baby Dragon
The Log
P.E.K.K.A Zap Mega Minion Valkyrie Wizard Baby Dragon

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 Mega Minion Valkyrie Wizard Baby Dragon The Log
Barbarians P.E.K.K.A Zap Mega Minion Valkyrie The Log
Barbarians P.E.K.K.A Mega Minion Valkyrie
Barbarians P.E.K.K.A Mega Minion Valkyrie
Barbarians Valkyrie P.E.K.K.A The Log
The Log Zap Mega Minion Valkyrie Baby Dragon
Mega Minion Zap Wizard Baby Dragon
Zap Barbarians Valkyrie Baby Dragon P.E.K.K.A The Log
Barbarians P.E.K.K.A
Barbarians Valkyrie
Barbarians Valkyrie Zap Mega Minion Wizard Baby Dragon The Log
Mega Minion Zap Wizard Baby Dragon
Barbarians P.E.K.K.A Zap Valkyrie Wizard The Log
Valkyrie Wizard Zap Barbarians Mega Minion Baby Dragon P.E.K.K.A The Log
Barbarians P.E.K.K.A
Barbarians Zap P.E.K.K.A The Log
Barbarians Wizard Valkyrie P.E.K.K.A
Zap Barbarians Mega Minion Valkyrie Wizard Baby Dragon The Log
Zap Valkyrie Wizard Baby Dragon The Log Barbarians Mega Minion
Barbarians P.E.K.K.A
Valkyrie Wizard Barbarians Baby Dragon 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.

Barbarians Valkyrie Zap P.E.K.K.A
Zap Mega Minion Valkyrie Wizard Baby Dragon The Log
Barbarians P.E.K.K.A Zap Valkyrie The Log
Valkyrie P.E.K.K.A Zap Barbarians The Log
Barbarians P.E.K.K.A Valkyrie
Wizard Zap Baby Dragon
P.E.K.K.A Barbarians Mega Minion Valkyrie
P.E.K.K.A Barbarians Valkyrie
Zap P.E.K.K.A Barbarians Mega Minion Valkyrie Baby Dragon The Log
P.E.K.K.A Barbarians Mega Minion
P.E.K.K.A Barbarians Mega Minion Valkyrie
P.E.K.K.A Zap Barbarians Valkyrie The Log
Barbarians P.E.K.K.A Valkyrie Wizard
Wizard Barbarians Valkyrie Baby Dragon
Barbarians Zap Mega Minion Valkyrie Baby Dragon P.E.K.K.A The Log
Valkyrie Zap Barbarians Mega Minion Wizard Baby Dragon P.E.K.K.A 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.)

Valkyrie Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
Barbarians Valkyrie The Log
Wizard Zap Valkyrie Baby Dragon The Log
Wizard Zap Mega Minion Baby Dragon
Wizard Baby Dragon The Log
The Log Zap Wizard Baby Dragon
The Log Zap Wizard
Zap Valkyrie Wizard The Log
Zap Wizard Baby Dragon
Baby Dragon The Log
Baby Dragon
Zap Baby Dragon The Log
Zap Wizard Baby Dragon The Log
Wizard Baby Dragon The Log
Zap Mega Minion Wizard Baby Dragon The Log
Zap Valkyrie Wizard Baby Dragon The Log
Baby Dragon The Log
Wizard
The Log
Zap Barbarians Baby Dragon The Log
Zap The Log Valkyrie Wizard Baby Dragon
Mega Minion
The Log Zap Wizard Baby Dragon
Zap Wizard Baby Dragon The Log
Zap Baby Dragon The Log
Zap Wizard Baby Dragon
Zap Mega Minion Wizard
Mega Minion
Zap Wizard The Log
Zap
P.E.K.K.A
Wizard The Log
Zap Barbarians
Zap Mega Minion Wizard Baby Dragon
The Log
Mega Minion Valkyrie Wizard Baby Dragon
The Log Zap Wizard Baby Dragon
Zap
Mega Minion P.E.K.K.A
Zap Baby Dragon The Log
Zap
Zap Baby Dragon The Log

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