My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Minions Tesla Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Tesla Valkyrie Wizard 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.

The Log

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 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

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 Minions
Giant Snowball
Bats Minions
Zap
Bats Minions
Barbarian Barrel
Knight Tesla Valkyrie Wizard
The Log
Earthquake
Tesla
Arrows
Bats Minions
Royal Delivery
Bats Knight Minions Valkyrie Wizard P.E.K.K.A
Fireball
Minions Tesla Wizard
Poison
Bats Minions Wizard
Lightning
Knight Tesla Valkyrie Wizard
Rocket
Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Bats 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.

Minions 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Knight Minions Tesla Valkyrie Wizard P.E.K.K.A

Shortest cycle

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

10 Bats The Log Knight Minions

Attack Synergies 3 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.

Bats
Knight Valkyrie Minions P.E.K.K.A
Knight
Bats Minions Wizard The Log
Minions
Knight Bats Valkyrie P.E.K.K.A
Tesla
Valkyrie
Bats Minions Wizard P.E.K.K.A
Wizard
Knight Valkyrie P.E.K.K.A
P.E.K.K.A
Bats Minions Valkyrie Wizard The Log
The Log
Knight P.E.K.K.A

Defense Synergies 6 17

Bats
Knight Minions Tesla Valkyrie P.E.K.K.A The Log
Knight
Bats Minions Tesla Wizard The Log
Minions
Knight Valkyrie Bats Tesla P.E.K.K.A The Log
Tesla
Knight The Log Bats Minions Valkyrie Wizard
Valkyrie
Minions Bats Tesla Wizard P.E.K.K.A The Log
Wizard
Knight Tesla Valkyrie P.E.K.K.A The Log
P.E.K.K.A
The Log Bats Minions Valkyrie Wizard
The Log
Tesla P.E.K.K.A Bats Knight Minions Valkyrie Wizard

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 Minions Tesla Valkyrie Wizard The Log
P.E.K.K.A Bats Knight Minions Tesla Valkyrie The Log
Tesla P.E.K.K.A Bats Knight Minions Valkyrie
Tesla P.E.K.K.A Bats Knight Minions Valkyrie
Valkyrie P.E.K.K.A The Log
The Log Bats Minions Tesla Valkyrie
Bats Minions Tesla Wizard
Tesla Valkyrie P.E.K.K.A The Log
Tesla P.E.K.K.A Minions
Knight Tesla Valkyrie
Bats Minions Valkyrie Knight Tesla Wizard The Log
Minions Tesla Bats Wizard
Tesla P.E.K.K.A Bats Knight Minions Valkyrie Wizard The Log
Valkyrie Wizard Bats Minions Tesla P.E.K.K.A The Log
P.E.K.K.A Knight Tesla
Tesla P.E.K.K.A The Log
Tesla Wizard Bats Knight Minions Valkyrie P.E.K.K.A
Tesla Bats Knight Minions Valkyrie Wizard The Log
Valkyrie Wizard The Log Bats Knight Minions Tesla
P.E.K.K.A Tesla
Valkyrie Wizard Bats Knight Minions Tesla P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight Valkyrie Tesla P.E.K.K.A
Knight Tesla Valkyrie Wizard The Log
P.E.K.K.A Bats Knight Minions Valkyrie The Log
Valkyrie P.E.K.K.A Bats Knight Tesla The Log
P.E.K.K.A Knight Tesla Valkyrie
Wizard Bats Minions Tesla
P.E.K.K.A Bats Knight Minions Tesla Valkyrie
P.E.K.K.A Knight Tesla Valkyrie
P.E.K.K.A Bats Knight Minions Valkyrie The Log
P.E.K.K.A Tesla
P.E.K.K.A Bats Knight Minions Tesla Valkyrie
P.E.K.K.A Valkyrie The Log
P.E.K.K.A Knight Tesla Valkyrie Wizard
Wizard Tesla Valkyrie
Tesla Bats Knight Minions Valkyrie P.E.K.K.A The Log
Bats Minions Valkyrie Tesla 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
The Log
The Log
Knight Valkyrie The Log
Wizard Valkyrie The Log
Wizard Bats Minions
Wizard The Log
The Log Wizard
The Log Wizard
Bats Minions
Knight Valkyrie Wizard The Log
Wizard
Knight The Log
Minions
The Log
Wizard The Log
Wizard The Log
Bats Minions
Wizard The Log
Valkyrie Wizard The Log
Minions The Log
Wizard
The Log
The Log
The Log Valkyrie Wizard
The Log Wizard
Wizard The Log
The Log
Bats Wizard
Bats Minions Wizard
Wizard The Log
P.E.K.K.A
Wizard The Log
Bats Minions
Wizard
The Log
Knight Valkyrie Wizard
The Log Wizard
P.E.K.K.A
Bats Minions The Log
Bats
The Log

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