My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Earthquake

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Musketeer

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.

Musketeer Valkyrie P.E.K.K.A

Offensive cards

Win conditions

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

Royal Hogs Graveyard

Damage spells

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

Rocket

Punishments

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

Royal Hogs Graveyard

Pump responses

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

Rocket Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Valkyrie Royal Hogs 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 Royal Hogs Graveyard

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
Royal Hogs Guards Graveyard
Giant Snowball
Musketeer Royal Hogs Guards Graveyard
Zap
Royal Hogs Guards Graveyard
Barbarian Barrel
Musketeer Valkyrie Royal Hogs Guards Graveyard
The Log
Musketeer Royal Hogs Guards Graveyard
Earthquake
Royal Hogs Guards Graveyard
Arrows
Royal Hogs Guards Graveyard
Royal Delivery
Musketeer Valkyrie Royal Hogs Guards P.E.K.K.A Graveyard
Fireball
Musketeer Royal Hogs
Poison
Musketeer Royal Hogs Guards Graveyard
Lightning
Musketeer Valkyrie
Rocket
Musketeer Valkyrie Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Rocket

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.

Valkyrie Rocket Guards 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.

Graveyard

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.

Musketeer

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.

Mirror Guards Musketeer Valkyrie Royal Hogs Graveyard Rocket P.E.K.K.A

Shortest cycle

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

11 Mirror Guards Musketeer 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.

Musketeer
Valkyrie Royal Hogs Mirror P.E.K.K.A Graveyard
Valkyrie
Musketeer Graveyard Royal Hogs P.E.K.K.A
Royal Hogs
Musketeer Valkyrie Guards
Rocket
Mirror
Mirror
Musketeer Rocket Graveyard
Guards
Royal Hogs Graveyard
P.E.K.K.A
Musketeer Valkyrie Graveyard
Graveyard
Valkyrie Musketeer Mirror Guards P.E.K.K.A

Defense Synergies 2 4

Musketeer
Valkyrie Guards Mirror P.E.K.K.A
Valkyrie
Musketeer Mirror P.E.K.K.A
Royal Hogs
Rocket
Mirror
Musketeer Valkyrie
Guards
Musketeer
P.E.K.K.A
Musketeer Valkyrie
Graveyard

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.

Rocket Musketeer Valkyrie
P.E.K.K.A Musketeer Valkyrie
Rocket P.E.K.K.A Musketeer Valkyrie
P.E.K.K.A Musketeer Valkyrie Guards
Valkyrie Rocket P.E.K.K.A
Musketeer Valkyrie Guards
Musketeer Rocket
Rocket Musketeer Valkyrie P.E.K.K.A
P.E.K.K.A Musketeer
Guards Musketeer Valkyrie
Valkyrie Guards Musketeer
Musketeer
P.E.K.K.A Musketeer Valkyrie Rocket Guards
Valkyrie Rocket Guards P.E.K.K.A
P.E.K.K.A
Rocket P.E.K.K.A
Musketeer Valkyrie P.E.K.K.A
Musketeer Valkyrie Guards
Valkyrie Musketeer Guards
P.E.K.K.A Musketeer
Valkyrie Musketeer Guards P.E.K.K.A

Counters to secondary win conditions

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

Valkyrie Guards P.E.K.K.A
Musketeer Valkyrie Rocket
Guards P.E.K.K.A Musketeer Valkyrie Rocket
Valkyrie Rocket Guards P.E.K.K.A Musketeer
P.E.K.K.A Musketeer Valkyrie Guards
Rocket Musketeer
Rocket Guards P.E.K.K.A Musketeer Valkyrie
P.E.K.K.A Valkyrie
Rocket P.E.K.K.A Valkyrie
P.E.K.K.A Musketeer Guards
P.E.K.K.A Musketeer Valkyrie Guards
Rocket P.E.K.K.A Valkyrie Guards
Rocket P.E.K.K.A Valkyrie Guards
Musketeer Valkyrie
Guards Musketeer Valkyrie Rocket P.E.K.K.A
Valkyrie Musketeer 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.)

Musketeer Valkyrie Rocket Guards
Musketeer
Rocket
Musketeer Valkyrie Rocket Guards
Rocket Valkyrie
Musketeer Rocket
Musketeer
Rocket Musketeer Guards
Rocket Musketeer Valkyrie
Musketeer Rocket
Rocket Musketeer
Musketeer Rocket
Musketeer
Rocket Musketeer
Musketeer Rocket
Rocket
Rocket
Rocket Musketeer
Rocket Valkyrie
Rocket Musketeer
Rocket
Rocket Musketeer
Rocket Musketeer
Valkyrie
Musketeer
Musketeer
Rocket Musketeer
Musketeer
Rocket Musketeer Guards
Musketeer Rocket
Rocket
P.E.K.K.A
Rocket
Musketeer Rocket Guards
Rocket Musketeer
Musketeer Valkyrie Rocket
Musketeer
Rocket
Musketeer P.E.K.K.A
Musketeer Rocket Guards
Musketeer Rocket
Musketeer Rocket

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