My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Ram Rider

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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

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 Lumberjack

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

Punishments

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

Lumberjack

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 Barbarians Valkyrie P.E.K.K.A Lumberjack

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 Lumberjack

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 Lumberjack
Zap
Barbarian Barrel
Knight Barbarians Valkyrie Wizard Lumberjack
The Log
Barbarians Lumberjack
Earthquake
Barbarians
Arrows
Royal Delivery
Knight Barbarians Valkyrie Wizard P.E.K.K.A Lumberjack
Fireball
Barbarians Wizard Lumberjack
Poison
Barbarians Wizard
Lightning
Knight Valkyrie Wizard Lumberjack
Rocket
Barbarians Valkyrie 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 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.

Knight Valkyrie 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Knight Valkyrie Lumberjack Barbarians Wizard P.E.K.K.A

Shortest cycle

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

11 Zap The Log Knight Valkyrie

Attack Synergies 2 14

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
P.E.K.K.A Knight Valkyrie The Log Lumberjack
Knight
Zap Wizard The Log Lumberjack
Barbarians
Valkyrie
Lumberjack Zap Wizard P.E.K.K.A
Wizard
Knight Valkyrie P.E.K.K.A Lumberjack
P.E.K.K.A
Zap Valkyrie Wizard The Log Lumberjack
The Log
Zap Knight P.E.K.K.A Lumberjack
Lumberjack
Valkyrie Zap Knight Wizard P.E.K.K.A The Log

Defense Synergies 1 17

Zap
Knight Barbarians Valkyrie P.E.K.K.A The Log Lumberjack
Knight
Zap Wizard The Log Lumberjack
Barbarians
Zap
Valkyrie
Zap Wizard P.E.K.K.A The Log Lumberjack
Wizard
Knight Valkyrie P.E.K.K.A The Log Lumberjack
P.E.K.K.A
The Log Zap Valkyrie Wizard
The Log
P.E.K.K.A Zap Knight Valkyrie Wizard Lumberjack
Lumberjack
Zap Knight Valkyrie Wizard The Log

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 Knight Valkyrie Wizard The Log
Barbarians P.E.K.K.A Lumberjack Zap Knight Valkyrie The Log
Barbarians P.E.K.K.A Lumberjack Knight Valkyrie
Barbarians P.E.K.K.A Lumberjack Knight Valkyrie
Barbarians Valkyrie P.E.K.K.A The Log Lumberjack
The Log Zap Valkyrie Lumberjack
Zap Wizard
Zap Barbarians Valkyrie P.E.K.K.A The Log
Barbarians P.E.K.K.A Lumberjack
Knight Barbarians Valkyrie Lumberjack
Barbarians Valkyrie Zap Knight Wizard The Log Lumberjack
Zap Wizard
Barbarians P.E.K.K.A Lumberjack Zap Knight Valkyrie Wizard The Log
Valkyrie Wizard Zap Barbarians P.E.K.K.A The Log Lumberjack
Barbarians P.E.K.K.A Knight Lumberjack
Barbarians Zap P.E.K.K.A The Log Lumberjack
Barbarians Wizard Knight Valkyrie P.E.K.K.A Lumberjack
Zap Knight Barbarians Valkyrie Wizard The Log Lumberjack
Zap Valkyrie Wizard The Log Knight Barbarians Lumberjack
Barbarians P.E.K.K.A Lumberjack
Valkyrie Wizard Knight Barbarians P.E.K.K.A The Log Lumberjack

Counters to secondary win conditions

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

Knight Barbarians Valkyrie Lumberjack Zap P.E.K.K.A
Zap Knight Valkyrie Wizard The Log Lumberjack
Barbarians P.E.K.K.A Lumberjack Zap Knight Valkyrie The Log
Valkyrie P.E.K.K.A Lumberjack Zap Knight Barbarians The Log
Barbarians P.E.K.K.A Knight Valkyrie Lumberjack
Wizard Zap
P.E.K.K.A Knight Barbarians Valkyrie Lumberjack
P.E.K.K.A Knight Barbarians Valkyrie Lumberjack
Zap P.E.K.K.A Knight Barbarians Valkyrie The Log
P.E.K.K.A Barbarians
P.E.K.K.A Knight Barbarians Valkyrie Lumberjack
P.E.K.K.A Zap Barbarians Valkyrie The Log
Barbarians P.E.K.K.A Knight Valkyrie Wizard Lumberjack
Wizard Barbarians Valkyrie
Barbarians Zap Knight Valkyrie P.E.K.K.A The Log Lumberjack
Valkyrie Zap Barbarians Wizard 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.)

Knight Valkyrie The Log
Zap The Log
The Log
Knight Barbarians Valkyrie The Log
Wizard Zap Valkyrie The Log
Wizard Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Lumberjack
Zap Knight Valkyrie Wizard The Log
Zap Wizard
Knight The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Zap Wizard The Log
Zap Valkyrie Wizard The Log
The Log
Wizard
The Log
Zap Barbarians The Log
Zap The Log Valkyrie Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Zap Wizard
Zap Wizard
Zap Wizard The Log
Zap
P.E.K.K.A
Wizard The Log
Zap Barbarians
Zap Wizard
The Log
Knight Valkyrie Wizard Lumberjack
The Log Zap Wizard
Zap
P.E.K.K.A
Zap The Log
Zap
Zap The Log

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