My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker

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 Firecracker Valkyrie 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

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.

Electro Spirit Valkyrie 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.

Electro Spirit Firecracker 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
Bats Skeleton Army
Giant Snowball
Bats Skeleton Army
Zap
Bats Firecracker Skeleton Army
Barbarian Barrel
Electro Spirit Firecracker Valkyrie Skeleton Army
The Log
Electro Spirit Firecracker Skeleton Army
Earthquake
Firecracker Skeleton Army
Arrows
Electro Spirit Bats Firecracker Skeleton Army
Royal Delivery
Electro Spirit Bats Firecracker Valkyrie Skeleton Army P.E.K.K.A
Fireball
Firecracker Skeleton Army
Poison
Bats Firecracker Skeleton Army
Lightning
Valkyrie
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Firecracker Valkyrie

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Electro Spirit Bats Valkyrie Skeleton Army 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.

Skeleton Army

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.

Mirror Electro Spirit Bats Zap Firecracker Skeleton Army Valkyrie P.E.K.K.A

Shortest cycle

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

5 Mirror Electro Spirit Bats Zap

Attack Synergies 4 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.

Electro Spirit
Zap P.E.K.K.A
Bats
Valkyrie Zap Firecracker P.E.K.K.A
Zap
Firecracker Mirror P.E.K.K.A Electro Spirit Bats Valkyrie
Firecracker
Zap Bats Valkyrie Mirror P.E.K.K.A
Valkyrie
Bats Zap Firecracker P.E.K.K.A
Mirror
Zap Firecracker Skeleton Army
Skeleton Army
Mirror
P.E.K.K.A
Zap Electro Spirit Bats Firecracker Valkyrie

Defense Synergies 3 14

Electro Spirit
Zap
Bats
Zap Firecracker Valkyrie P.E.K.K.A
Zap
Mirror Electro Spirit Bats Firecracker Valkyrie Skeleton Army P.E.K.K.A
Firecracker
Valkyrie Bats Zap Mirror Skeleton Army P.E.K.K.A
Valkyrie
Firecracker Bats Zap Mirror P.E.K.K.A
Mirror
Zap Skeleton Army Firecracker Valkyrie
Skeleton Army
Mirror Zap Firecracker
P.E.K.K.A
Bats Zap Firecracker Valkyrie

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 Firecracker Valkyrie
Skeleton Army P.E.K.K.A Bats Zap Firecracker Valkyrie
Skeleton Army P.E.K.K.A Bats Valkyrie
Skeleton Army P.E.K.K.A Bats Firecracker Valkyrie
Firecracker Valkyrie Skeleton Army P.E.K.K.A
Skeleton Army Electro Spirit Bats Zap Firecracker Valkyrie
Bats Electro Spirit Zap Firecracker
Electro Spirit Zap Valkyrie P.E.K.K.A
P.E.K.K.A Skeleton Army
Skeleton Army Firecracker Valkyrie
Bats Valkyrie Skeleton Army Electro Spirit Zap Firecracker
Bats Zap Firecracker
Skeleton Army P.E.K.K.A Bats Zap Valkyrie
Valkyrie Skeleton Army Electro Spirit Bats Zap Firecracker P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Zap P.E.K.K.A
Bats Firecracker Valkyrie Skeleton Army P.E.K.K.A
Valkyrie Electro Spirit Bats Zap Firecracker Skeleton Army
Zap Valkyrie Electro Spirit Bats Firecracker
P.E.K.K.A
Valkyrie Skeleton Army Electro Spirit Bats Firecracker P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Valkyrie Skeleton Army Zap P.E.K.K.A
Zap Firecracker Valkyrie
Skeleton Army P.E.K.K.A Bats Zap Valkyrie
Valkyrie Skeleton Army P.E.K.K.A Bats Zap
P.E.K.K.A Valkyrie Skeleton Army
Firecracker Electro Spirit Bats Zap
Skeleton Army P.E.K.K.A Bats Valkyrie
P.E.K.K.A Valkyrie Skeleton Army
Zap P.E.K.K.A Electro Spirit Bats Firecracker Valkyrie Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Valkyrie
Skeleton Army P.E.K.K.A Zap Valkyrie
Skeleton Army P.E.K.K.A Valkyrie
Firecracker Valkyrie Skeleton Army
Skeleton Army Electro Spirit Bats Zap Firecracker Valkyrie P.E.K.K.A
Bats Valkyrie Electro Spirit Zap Firecracker P.E.K.K.A
Electro Spirit Zap

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.)

Firecracker Valkyrie
Firecracker Zap
Firecracker Valkyrie
Zap Firecracker Valkyrie
Firecracker Electro Spirit Bats Zap
Firecracker
Zap Firecracker
Zap Firecracker
Bats
Firecracker Zap Valkyrie
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Bats
Zap Firecracker
Zap Firecracker Valkyrie
Zap
Zap Firecracker Electro Spirit Valkyrie
Firecracker Zap
Zap
Zap Firecracker
Bats Zap Firecracker
Zap Electro Spirit Bats Firecracker
Zap
Zap Electro Spirit Firecracker
P.E.K.K.A
Firecracker
Zap Electro Spirit Bats Skeleton Army
Zap Firecracker
Firecracker Valkyrie
Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Electro Spirit Bats Firecracker
Firecracker Bats Zap
Zap Firecracker
P.E.K.K.A
Firecracker

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