My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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 Wizard

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 Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Rage

Punishments

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

Hog Rider

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 Hog Rider 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 Hog Rider

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

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.

Bats Valkyrie Rage 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

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

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.

Bats Rage Archers Skeleton Army Valkyrie Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Rage Archers Skeleton Army

Attack Synergies 5 9

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 Hog Rider Rage P.E.K.K.A
Archers
Valkyrie Hog Rider P.E.K.K.A
Valkyrie
Bats Archers Hog Rider Wizard P.E.K.K.A
Hog Rider
Bats Valkyrie Rage Archers Wizard
Wizard
Valkyrie Hog Rider Rage P.E.K.K.A
Rage
Hog Rider Bats Wizard
Skeleton Army
P.E.K.K.A
Bats Archers Valkyrie Wizard

Defense Synergies 1 8

Bats
Valkyrie P.E.K.K.A
Archers
Valkyrie Skeleton Army P.E.K.K.A
Valkyrie
Archers Bats Wizard P.E.K.K.A
Hog Rider
Wizard
Valkyrie Skeleton Army P.E.K.K.A
Rage
Skeleton Army
Archers Wizard
P.E.K.K.A
Bats Archers 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.

Valkyrie Wizard
Skeleton Army P.E.K.K.A Bats Valkyrie
Skeleton Army P.E.K.K.A Bats Archers Valkyrie
Skeleton Army P.E.K.K.A Bats Valkyrie
Valkyrie Skeleton Army P.E.K.K.A
Skeleton Army Bats Archers Valkyrie
Bats Archers Wizard
Valkyrie P.E.K.K.A
P.E.K.K.A Skeleton Army
Skeleton Army Archers Valkyrie
Bats Archers Valkyrie Skeleton Army Wizard
Bats Archers Wizard
Skeleton Army P.E.K.K.A Bats Valkyrie Wizard
Valkyrie Wizard Skeleton Army Bats P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Wizard Bats Valkyrie Skeleton Army P.E.K.K.A
Valkyrie Bats Archers Wizard Skeleton Army
Valkyrie Wizard Bats Archers
P.E.K.K.A
Valkyrie Wizard Skeleton Army Bats Archers 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 Archers P.E.K.K.A
Archers Valkyrie Wizard
Skeleton Army P.E.K.K.A Bats Valkyrie
Valkyrie Skeleton Army P.E.K.K.A Bats
P.E.K.K.A Valkyrie Skeleton Army
Wizard Bats Archers
Skeleton Army P.E.K.K.A Bats Archers Valkyrie
P.E.K.K.A Valkyrie Skeleton Army
P.E.K.K.A Bats Valkyrie Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Valkyrie
Skeleton Army P.E.K.K.A Valkyrie
Skeleton Army P.E.K.K.A Valkyrie Wizard
Wizard Archers Valkyrie Skeleton Army
Skeleton Army Bats Archers Valkyrie P.E.K.K.A
Bats Valkyrie Archers Wizard 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.)

Valkyrie
Valkyrie
Wizard Valkyrie
Wizard Bats
Archers Wizard
Wizard
Wizard
Bats
Valkyrie Wizard
Archers Wizard
Wizard
Wizard
Bats
Archers Wizard
Valkyrie Wizard
Wizard
Valkyrie Wizard
Wizard
Wizard
Bats Archers Wizard
Bats Wizard
Wizard
P.E.K.K.A
Wizard
Bats Archers Skeleton Army
Archers Wizard
Valkyrie Wizard
Wizard
P.E.K.K.A
Bats
Bats
P.E.K.K.A
Wizard

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