My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Fisherman

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Electro Wizard

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.

Bats Valkyrie Wizard P.E.K.K.A Electro Wizard 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.

Zap

Punishments

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

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.

Valkyrie Hog Rider P.E.K.K.A 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.

Valkyrie Hog Rider Electro Wizard

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
Bats Hog Rider
Giant Snowball
Bats Hog Rider
Zap
Bats
Barbarian Barrel
Valkyrie Wizard Electro Wizard
The Log
Hog Rider
Earthquake
Hog Rider
Arrows
Bats
Royal Delivery
Bats Valkyrie Hog Rider Wizard P.E.K.K.A Electro Wizard
Fireball
Hog Rider Wizard Electro Wizard
Poison
Bats Wizard Electro Wizard
Lightning
Valkyrie Wizard Electro Wizard
Rocket
Valkyrie Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Wizard 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.

Bats Valkyrie P.E.K.K.A Mega Knight

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.

Wizard Electro 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.

Bats Zap Valkyrie Hog Rider Electro Wizard Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

12 Bats Zap Valkyrie Hog Rider

Attack Synergies 8 13

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.

Bats
Valkyrie Hog Rider Mega Knight Zap P.E.K.K.A
Zap
Hog Rider P.E.K.K.A Electro Wizard Bats Valkyrie Mega Knight
Valkyrie
Bats Hog Rider Zap Wizard P.E.K.K.A Electro Wizard
Hog Rider
Bats Zap Valkyrie Wizard Electro Wizard Mega Knight
Wizard
Valkyrie Hog Rider P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Electro Wizard Bats Valkyrie Wizard
Electro Wizard
Zap P.E.K.K.A Valkyrie Hog Rider Mega Knight
Mega Knight
Bats Zap Hog Rider Wizard Electro Wizard

Defense Synergies 2 15

Bats
Zap Valkyrie P.E.K.K.A Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Valkyrie P.E.K.K.A
Valkyrie
Bats Zap Wizard P.E.K.K.A Electro Wizard
Hog Rider
Wizard
Valkyrie P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Bats Zap Valkyrie Wizard Electro Wizard
Electro Wizard
Zap Bats Valkyrie Wizard P.E.K.K.A Mega Knight
Mega Knight
Zap Bats Wizard Electro Wizard

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 Valkyrie Wizard Electro Wizard
P.E.K.K.A Bats Zap Valkyrie Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Bats Valkyrie Electro Wizard
P.E.K.K.A Bats Valkyrie Electro Wizard Mega Knight
Valkyrie P.E.K.K.A Mega Knight
Bats Zap Valkyrie Electro Wizard Mega Knight
Bats Electro Wizard Zap Wizard
Zap Valkyrie P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Valkyrie Electro Wizard Mega Knight
Bats Valkyrie Electro Wizard Zap Wizard Mega Knight
Bats Zap Wizard Electro Wizard
P.E.K.K.A Mega Knight Bats Zap Valkyrie Wizard Electro Wizard
Valkyrie Wizard Mega Knight Bats Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight
Wizard Mega Knight Bats Valkyrie P.E.K.K.A Electro Wizard
Mega Knight Bats Zap Valkyrie Wizard Electro Wizard
Zap Valkyrie Wizard Bats Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Valkyrie Wizard Mega Knight Bats P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Valkyrie Mega Knight Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Valkyrie Wizard Mega Knight
P.E.K.K.A Mega Knight Bats Zap Valkyrie Electro Wizard
Valkyrie P.E.K.K.A Mega Knight Bats Zap Electro Wizard
P.E.K.K.A Valkyrie Mega Knight
Wizard Bats Zap Electro Wizard
P.E.K.K.A Bats Valkyrie Electro Wizard
P.E.K.K.A Mega Knight Valkyrie
Zap P.E.K.K.A Electro Wizard Mega Knight Bats Valkyrie
P.E.K.K.A
P.E.K.K.A Mega Knight Bats Valkyrie
P.E.K.K.A Mega Knight Zap Valkyrie Electro Wizard
P.E.K.K.A Mega Knight Valkyrie Wizard
Wizard Valkyrie Mega Knight
Electro Wizard Bats Zap Valkyrie P.E.K.K.A
Bats Valkyrie Mega Knight Zap Wizard P.E.K.K.A Electro Wizard

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
Zap Electro Wizard
Valkyrie
Wizard Zap Valkyrie Mega Knight
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard
Bats Electro Wizard
Zap Valkyrie Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard
Wizard Mega Knight
Bats
Zap Wizard Electro Wizard Mega Knight
Zap Valkyrie Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Valkyrie Wizard Mega Knight
Zap Wizard Electro Wizard
Zap Wizard Mega Knight
Zap
Bats Zap Wizard Electro Wizard
Zap Electro Wizard Bats Wizard
Zap Wizard Mega Knight
Zap Electro Wizard
P.E.K.K.A Mega Knight
Wizard
Zap Electro Wizard Bats
Zap Wizard Electro Wizard
Valkyrie Wizard Electro Wizard Mega Knight
Zap Wizard
Zap
P.E.K.K.A Mega Knight
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: