My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Mediocre

1 problems 6 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!
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!
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.

Archers Wizard Baby Dragon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Baby Dragon

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.

Arrows Valkyrie Skeleton Army Baby Dragon 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

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.

Wizard 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.

Archers Arrows Skeleton Army Valkyrie Baby Dragon Wizard Witch P.E.K.K.A

Shortest cycle

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

13 Archers Arrows Skeleton Army Valkyrie

Attack Synergies 2 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.

Archers
Valkyrie Arrows Baby Dragon P.E.K.K.A
Arrows
P.E.K.K.A Archers
Valkyrie
Archers Wizard Baby Dragon Witch P.E.K.K.A
Wizard
Valkyrie P.E.K.K.A
Skeleton Army
Baby Dragon
Archers Valkyrie Witch P.E.K.K.A
Witch
Valkyrie Baby Dragon P.E.K.K.A
P.E.K.K.A
Arrows Archers Valkyrie Wizard Baby Dragon Witch

Defense Synergies 1 14

Archers
Valkyrie Skeleton Army Baby Dragon Witch P.E.K.K.A
Arrows
Valkyrie P.E.K.K.A
Valkyrie
Archers Arrows Wizard Baby Dragon Witch P.E.K.K.A
Wizard
Valkyrie Skeleton Army P.E.K.K.A
Skeleton Army
Archers Wizard
Baby Dragon
Archers Valkyrie Witch P.E.K.K.A
Witch
Archers Valkyrie Baby Dragon
P.E.K.K.A
Archers Arrows Valkyrie Wizard 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 Wizard Baby Dragon
Skeleton Army P.E.K.K.A Valkyrie Witch
Skeleton Army Witch P.E.K.K.A Archers Valkyrie
Skeleton Army Witch P.E.K.K.A Valkyrie
Arrows Valkyrie Skeleton Army P.E.K.K.A
Arrows Skeleton Army Archers Valkyrie Baby Dragon
Archers Arrows Wizard Baby Dragon Witch
Arrows Valkyrie Baby Dragon P.E.K.K.A
Witch P.E.K.K.A Skeleton Army
Skeleton Army Archers Valkyrie
Archers Valkyrie Skeleton Army Witch Arrows Wizard Baby Dragon
Arrows Archers Wizard Baby Dragon Witch
Skeleton Army P.E.K.K.A Valkyrie Wizard Witch
Valkyrie Wizard Skeleton Army Arrows Baby Dragon Witch P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Wizard Arrows Valkyrie Skeleton Army Witch P.E.K.K.A
Arrows Archers Valkyrie Wizard Skeleton Army Baby Dragon Witch
Arrows Valkyrie Wizard Baby Dragon Witch Archers
P.E.K.K.A
Valkyrie Wizard Skeleton Army Archers Arrows Baby Dragon Witch 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 Archers Witch P.E.K.K.A
Archers Arrows Valkyrie Wizard Baby Dragon
Skeleton Army P.E.K.K.A Valkyrie Witch
Valkyrie Skeleton Army P.E.K.K.A
P.E.K.K.A Valkyrie Skeleton Army Witch
Arrows Wizard Archers Baby Dragon Witch
Skeleton Army P.E.K.K.A Archers Valkyrie Witch
P.E.K.K.A Valkyrie Skeleton Army
P.E.K.K.A Valkyrie Skeleton Army Baby Dragon Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Valkyrie Witch
Skeleton Army P.E.K.K.A Arrows Valkyrie
Skeleton Army P.E.K.K.A Valkyrie Wizard Witch
Wizard Archers Valkyrie Skeleton Army Baby Dragon Witch
Skeleton Army Witch Archers Valkyrie Baby Dragon P.E.K.K.A
Arrows Valkyrie Archers Wizard Baby Dragon Witch 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
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Valkyrie
Wizard Arrows Valkyrie Baby Dragon
Arrows Wizard Baby Dragon Witch
Archers Arrows Wizard Baby Dragon Witch
Arrows Wizard Baby Dragon
Arrows Wizard
Arrows Valkyrie Wizard
Archers Arrows Wizard Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon Witch
Arrows Wizard Baby Dragon
Arrows
Archers Arrows Wizard Baby Dragon
Arrows Valkyrie Wizard Baby Dragon Witch
Baby Dragon
Arrows Wizard
Arrows Baby Dragon
Arrows Valkyrie Wizard Baby Dragon Witch
Witch
Arrows Wizard Baby Dragon Witch
Arrows Wizard Baby Dragon Witch
Arrows Baby Dragon
Archers Arrows Wizard Baby Dragon Witch
Wizard Witch
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Archers Skeleton Army Witch
Archers Arrows Wizard Baby Dragon Witch
Arrows
Valkyrie Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
P.E.K.K.A
Baby Dragon Witch
Witch
Baby Dragon Witch
P.E.K.K.A
Wizard

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