My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Missing cards in your collection

Goblin Curse Goblin Machine

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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of 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.

Zappies Witch

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.

Elixir Golem Valkyrie Zappies Witch P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Rage

Punishments

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

Elixir Golem Mini P.E.K.K.A

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.

Elixir Golem Mini P.E.K.K.A 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.

Mini P.E.K.K.A 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
Elixir Golem
Giant Snowball
Zappies Witch
Zap
Zappies Witch
Barbarian Barrel
Elixir Golem Valkyrie Zappies Witch
The Log
Elixir Golem Mini P.E.K.K.A Zappies Witch
Earthquake
Elixir Golem Zappies Witch
Arrows
Zappies Witch
Royal Delivery
Elixir Golem Mini P.E.K.K.A Valkyrie Zappies Witch P.E.K.K.A
Fireball
Elixir Golem Zappies Witch
Poison
Elixir Golem Zappies Witch
Lightning
Mini P.E.K.K.A Valkyrie Witch
Rocket
Valkyrie Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie

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.

Arrows Elixir Golem Mini P.E.K.K.A Valkyrie Rage 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.

Witch

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.

Rage Arrows Elixir Golem Mini P.E.K.K.A Valkyrie Zappies Witch P.E.K.K.A

Shortest cycle

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

12 Rage Arrows Elixir Golem Mini P.E.K.K.A

Attack Synergies 3 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.

Arrows
P.E.K.K.A Elixir Golem Mini P.E.K.K.A
Elixir Golem
Rage Arrows Mini P.E.K.K.A Zappies Witch
Mini P.E.K.K.A
Arrows Elixir Golem Valkyrie Rage
Valkyrie
Mini P.E.K.K.A Zappies Witch P.E.K.K.A
Zappies
Elixir Golem Valkyrie Rage P.E.K.K.A
Rage
Elixir Golem Witch Mini P.E.K.K.A Zappies
Witch
Rage Elixir Golem Valkyrie P.E.K.K.A
P.E.K.K.A
Arrows Valkyrie Zappies Witch

Defense Synergies 0 9

Arrows
Mini P.E.K.K.A Valkyrie P.E.K.K.A
Elixir Golem
Mini P.E.K.K.A
Arrows Valkyrie Witch
Valkyrie
Arrows Mini P.E.K.K.A Zappies Witch P.E.K.K.A
Zappies
Valkyrie P.E.K.K.A
Rage
Witch
Mini P.E.K.K.A Valkyrie
P.E.K.K.A
Arrows Valkyrie Zappies

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 Zappies
Mini P.E.K.K.A P.E.K.K.A Valkyrie Zappies Witch
Mini P.E.K.K.A Witch P.E.K.K.A Valkyrie Zappies
Mini P.E.K.K.A Witch P.E.K.K.A Valkyrie Zappies
Arrows Mini P.E.K.K.A Valkyrie P.E.K.K.A
Arrows Valkyrie Zappies
Arrows Zappies Witch
Arrows Valkyrie P.E.K.K.A
Mini P.E.K.K.A Zappies Witch P.E.K.K.A
Mini P.E.K.K.A Valkyrie Zappies
Valkyrie Witch Arrows Zappies
Arrows Zappies Witch
Mini P.E.K.K.A P.E.K.K.A Valkyrie Zappies Witch
Valkyrie Arrows Mini P.E.K.K.A Zappies Witch P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Zappies
Mini P.E.K.K.A Zappies P.E.K.K.A
Arrows Mini P.E.K.K.A Valkyrie Zappies Witch P.E.K.K.A
Arrows Valkyrie Zappies Witch
Arrows Valkyrie Witch Zappies
Mini P.E.K.K.A P.E.K.K.A Zappies
Valkyrie Arrows Mini P.E.K.K.A Zappies Witch P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Valkyrie Zappies Witch P.E.K.K.A
Arrows Mini P.E.K.K.A Valkyrie
Zappies P.E.K.K.A Mini P.E.K.K.A Valkyrie Witch
Mini P.E.K.K.A Valkyrie P.E.K.K.A Zappies
P.E.K.K.A Mini P.E.K.K.A Valkyrie Zappies Witch
Arrows Zappies Witch
Mini P.E.K.K.A P.E.K.K.A Valkyrie Zappies Witch
Mini P.E.K.K.A P.E.K.K.A Valkyrie Zappies
P.E.K.K.A Mini P.E.K.K.A Valkyrie Zappies Witch
Witch P.E.K.K.A Zappies
P.E.K.K.A Mini P.E.K.K.A Valkyrie Zappies Witch
P.E.K.K.A Arrows Valkyrie
Mini P.E.K.K.A P.E.K.K.A Valkyrie Zappies Witch
Valkyrie Zappies Witch
Zappies Witch Mini P.E.K.K.A Valkyrie P.E.K.K.A
Arrows Valkyrie Mini P.E.K.K.A Zappies Witch P.E.K.K.A

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
Arrows
Arrows
Arrows Valkyrie
Arrows Valkyrie
Arrows Witch
Arrows Witch
Arrows
Arrows
Mini P.E.K.K.A
Arrows Valkyrie
Arrows
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A
Arrows Valkyrie Witch
Arrows
Arrows
Arrows Valkyrie Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Arrows Witch
Zappies Witch
Mini P.E.K.K.A
Arrows
Arrows Zappies
P.E.K.K.A
Arrows
Zappies Witch
Arrows Zappies Witch
Arrows
Mini P.E.K.K.A Valkyrie
Arrows
Arrows
P.E.K.K.A
Zappies Witch
Zappies Witch
Witch

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