My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Bad

1 problems 4 warnings Why?

Missing cards in your collection

Fisherman Inferno Dragon Graveyard Lava Hound

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Knight Valkyrie Wizard P.E.K.K.A Golem Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Golem

Damage spells

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

Freeze

Punishments

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

Hog Rider

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.

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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Freeze

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.

Knight Valkyrie Freeze P.E.K.K.A Golem

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Valkyrie Hog Rider Freeze Electro Wizard Wizard P.E.K.K.A Golem

Shortest cycle

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

15 Knight Valkyrie Hog Rider Freeze

Attack Synergies 4 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.

Knight
Hog Rider Wizard Electro Wizard
Valkyrie
Hog Rider Wizard P.E.K.K.A Electro Wizard
Hog Rider
Knight Valkyrie Freeze Wizard Electro Wizard
Wizard
Knight Valkyrie Hog Rider P.E.K.K.A Golem
Freeze
Hog Rider
P.E.K.K.A
Electro Wizard Valkyrie Wizard
Golem
Wizard Electro Wizard
Electro Wizard
P.E.K.K.A Knight Valkyrie Hog Rider Golem

Defense Synergies 1 10

Knight
Electro Wizard Wizard
Valkyrie
Wizard Freeze P.E.K.K.A Electro Wizard
Hog Rider
Wizard
Knight Valkyrie Freeze P.E.K.K.A Electro Wizard
Freeze
Valkyrie Wizard Electro Wizard
P.E.K.K.A
Valkyrie Wizard Electro Wizard
Golem
Electro Wizard
Knight Valkyrie Wizard Freeze P.E.K.K.A

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.

Knight Valkyrie Wizard Electro Wizard
P.E.K.K.A Knight Valkyrie Electro Wizard
P.E.K.K.A Knight Valkyrie Freeze Electro Wizard
P.E.K.K.A Knight Valkyrie Electro Wizard
Valkyrie P.E.K.K.A
Freeze Valkyrie Electro Wizard
Electro Wizard Wizard Freeze
Valkyrie P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Valkyrie Electro Wizard
Valkyrie Electro Wizard Knight Wizard Freeze
Wizard Electro Wizard
P.E.K.K.A Knight Valkyrie Wizard Freeze Electro Wizard
Valkyrie Wizard Freeze P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Freeze P.E.K.K.A Electro Wizard
Wizard Knight Valkyrie P.E.K.K.A Electro Wizard
Knight Valkyrie Wizard Electro Wizard
Valkyrie Wizard Freeze Knight Electro Wizard
P.E.K.K.A Electro Wizard
Valkyrie Wizard Knight 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.

Knight Valkyrie P.E.K.K.A Electro Wizard
Electro Wizard Knight Valkyrie Wizard
P.E.K.K.A Knight Valkyrie Electro Wizard
Valkyrie P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Valkyrie
Wizard Freeze Electro Wizard
P.E.K.K.A Knight Valkyrie Electro Wizard
P.E.K.K.A Knight Valkyrie
Freeze P.E.K.K.A Electro Wizard Knight Valkyrie
P.E.K.K.A
P.E.K.K.A Knight Valkyrie
P.E.K.K.A Valkyrie Electro Wizard
P.E.K.K.A Knight Valkyrie Wizard
Wizard Valkyrie
Electro Wizard Knight Valkyrie Freeze P.E.K.K.A
Valkyrie Wizard Freeze 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.)

Knight Valkyrie Freeze
Electro Wizard
Knight Valkyrie Freeze
Wizard Valkyrie
Wizard Freeze
Wizard
Wizard Freeze
Wizard
Electro Wizard
Knight Valkyrie Wizard Electro Wizard
Wizard
Knight
Freeze
Wizard
Wizard
Freeze
Wizard Electro Wizard
Valkyrie Wizard
Wizard
Freeze Valkyrie Wizard
Wizard Electro Wizard
Wizard
Wizard Electro Wizard
Electro Wizard Wizard Freeze
Wizard
Freeze Electro Wizard
P.E.K.K.A
Wizard
Electro Wizard Freeze
Wizard Electro Wizard
Freeze
Knight Valkyrie Wizard Electro Wizard
Wizard
P.E.K.K.A
Freeze Electro Wizard
Electro Wizard
Freeze Electro Wizard

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