My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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 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!
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.

Bats Archers Baby Dragon

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 Archers Valkyrie Baby Dragon Giant Skeleton 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.

Arrows

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 Baby Dragon Giant Skeleton 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 Giant Skeleton

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 Archers Giant Skeleton
Giant Snowball
Bats Archers Baby Dragon
Zap
Bats Archers
Barbarian Barrel
Archers Valkyrie Giant Skeleton
The Log
Archers Giant Skeleton
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Valkyrie Baby Dragon Giant Skeleton P.E.K.K.A
Fireball
Archers Baby Dragon
Poison
Bats Archers
Lightning
Valkyrie Baby Dragon
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Baby Dragon

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 Arrows Valkyrie Baby Dragon Giant Skeleton P.E.K.K.A

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.

Mirror Bats Archers Arrows Valkyrie Baby Dragon Giant Skeleton P.E.K.K.A

Shortest cycle

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

8 Mirror Bats Archers Arrows

Attack Synergies 5 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 Giant Skeleton Baby Dragon P.E.K.K.A
Archers
Valkyrie Arrows Baby Dragon Giant Skeleton P.E.K.K.A
Arrows
Mirror P.E.K.K.A Archers Giant Skeleton
Valkyrie
Bats Archers Baby Dragon Giant Skeleton P.E.K.K.A
Mirror
Arrows Giant Skeleton
Baby Dragon
Bats Archers Valkyrie Giant Skeleton P.E.K.K.A
Giant Skeleton
Bats Archers Arrows Valkyrie Mirror Baby Dragon
P.E.K.K.A
Arrows Bats Archers Valkyrie Baby Dragon

Defense Synergies 2 15

Bats
Valkyrie Baby Dragon Giant Skeleton P.E.K.K.A
Archers
Valkyrie Baby Dragon Giant Skeleton P.E.K.K.A
Arrows
Mirror Valkyrie Giant Skeleton P.E.K.K.A
Valkyrie
Archers Bats Arrows Mirror Baby Dragon P.E.K.K.A
Mirror
Arrows Valkyrie
Baby Dragon
Bats Archers Valkyrie Giant Skeleton P.E.K.K.A
Giant Skeleton
Bats Archers Arrows Baby Dragon
P.E.K.K.A
Bats Archers Arrows Valkyrie Baby Dragon

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.

Valkyrie Baby Dragon
P.E.K.K.A Bats Valkyrie
P.E.K.K.A Bats Archers Valkyrie Giant Skeleton
P.E.K.K.A Bats Valkyrie
Arrows Valkyrie Giant Skeleton P.E.K.K.A
Arrows Bats Archers Valkyrie Baby Dragon
Bats Archers Arrows Baby Dragon
Arrows Valkyrie Baby Dragon Giant Skeleton P.E.K.K.A
P.E.K.K.A
Archers Valkyrie Giant Skeleton
Bats Archers Valkyrie Arrows Baby Dragon Giant Skeleton
Arrows Bats Archers Baby Dragon
P.E.K.K.A Bats Valkyrie Giant Skeleton
Valkyrie Bats Arrows Baby Dragon P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Bats Arrows Valkyrie P.E.K.K.A
Arrows Valkyrie Bats Archers Baby Dragon
Arrows Valkyrie Baby Dragon Bats Archers Giant Skeleton
P.E.K.K.A
Valkyrie Bats Archers Arrows Baby Dragon Giant Skeleton P.E.K.K.A

Counters to secondary win conditions

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

Valkyrie Archers Giant Skeleton P.E.K.K.A
Archers Arrows Valkyrie Baby Dragon
Giant Skeleton P.E.K.K.A Bats Valkyrie
Valkyrie Giant Skeleton P.E.K.K.A Bats
Giant Skeleton P.E.K.K.A Valkyrie
Arrows Bats Archers Baby Dragon
P.E.K.K.A Bats Archers Valkyrie Giant Skeleton
Giant Skeleton P.E.K.K.A Valkyrie
Giant Skeleton P.E.K.K.A Bats Valkyrie Baby Dragon
P.E.K.K.A
P.E.K.K.A Bats Valkyrie Giant Skeleton
P.E.K.K.A Arrows Valkyrie Giant Skeleton
Giant Skeleton P.E.K.K.A Valkyrie
Archers Valkyrie Baby Dragon
Bats Archers Valkyrie Baby Dragon Giant Skeleton P.E.K.K.A
Bats Arrows Valkyrie Archers Baby Dragon Giant Skeleton P.E.K.K.A
Arrows

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.)

Arrows Valkyrie Baby Dragon Giant Skeleton
Arrows Baby Dragon
Arrows Baby Dragon Giant Skeleton
Arrows Valkyrie Giant Skeleton
Arrows Valkyrie Baby Dragon
Arrows Bats Baby Dragon
Archers Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bats
Arrows Valkyrie
Archers Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bats
Archers Arrows Baby Dragon
Arrows Valkyrie Baby Dragon
Baby Dragon Giant Skeleton
Arrows
Arrows Baby Dragon
Arrows Valkyrie Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Bats Archers Arrows Baby Dragon
Bats
Arrows
Arrows
P.E.K.K.A Giant Skeleton
Arrows
Bats Archers
Archers Arrows Baby Dragon
Arrows
Valkyrie Baby Dragon
Arrows Baby Dragon
Arrows Giant Skeleton
P.E.K.K.A
Bats Baby Dragon Giant Skeleton
Bats
Baby Dragon Giant Skeleton
P.E.K.K.A

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