My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 warnings Why?

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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Missing

Defensive buildings

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

Bomb Tower

Investments

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

Skeletons Valkyrie Balloon P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows The Log

Punishments

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

Balloon Mega Knight

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 Balloon P.E.K.K.A Mega Knight

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 Balloon

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
Skeletons Balloon
Giant Snowball
Skeletons Balloon
Zap
Skeletons Balloon
Barbarian Barrel
Skeletons Valkyrie Bomb Tower
The Log
Skeletons
Earthquake
Skeletons Bomb Tower
Arrows
Skeletons
Royal Delivery
Skeletons Valkyrie Balloon P.E.K.K.A
Fireball
Bomb Tower Balloon
Poison
Bomb Tower Balloon
Lightning
Valkyrie Bomb Tower Balloon
Rocket
Valkyrie Bomb Tower Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Bomb Tower The Log Mega Knight

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 Valkyrie P.E.K.K.A Mega Knight

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.

Skeletons The Log Arrows Valkyrie Bomb Tower Balloon P.E.K.K.A Mega Knight

Shortest cycle

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

10 Skeletons The Log Arrows Valkyrie

Attack Synergies 3 6

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.

Skeletons
Arrows
Balloon P.E.K.K.A Mega Knight
Valkyrie
Balloon P.E.K.K.A
Bomb Tower
Balloon
Arrows Valkyrie The Log Mega Knight
P.E.K.K.A
Arrows Valkyrie The Log
The Log
Balloon P.E.K.K.A Mega Knight
Mega Knight
Arrows Balloon The Log

Defense Synergies 3 10

Skeletons
Bomb Tower P.E.K.K.A The Log
Arrows
Mega Knight Valkyrie Bomb Tower P.E.K.K.A
Valkyrie
Arrows Bomb Tower P.E.K.K.A The Log
Bomb Tower
The Log Skeletons Arrows Valkyrie
Balloon
P.E.K.K.A
The Log Skeletons Arrows Valkyrie
The Log
Bomb Tower P.E.K.K.A Skeletons Valkyrie Mega Knight
Mega Knight
Arrows The Log

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 The Log
Bomb Tower P.E.K.K.A Skeletons Valkyrie The Log Mega Knight
Bomb Tower P.E.K.K.A Mega Knight Skeletons Valkyrie
Bomb Tower P.E.K.K.A Skeletons Valkyrie Mega Knight
Arrows Valkyrie Bomb Tower P.E.K.K.A The Log Mega Knight
Arrows The Log Skeletons Valkyrie Bomb Tower Mega Knight
Arrows Bomb Tower
Arrows Valkyrie Bomb Tower P.E.K.K.A The Log Mega Knight
P.E.K.K.A Skeletons Bomb Tower
Skeletons Valkyrie Mega Knight
Valkyrie Skeletons Arrows Bomb Tower The Log Mega Knight
Arrows
Bomb Tower P.E.K.K.A Mega Knight Skeletons Valkyrie The Log
Valkyrie Bomb Tower Mega Knight Arrows P.E.K.K.A The Log
P.E.K.K.A Bomb Tower Mega Knight
Bomb Tower P.E.K.K.A The Log Mega Knight
Bomb Tower Mega Knight Skeletons Arrows Valkyrie P.E.K.K.A
Arrows Valkyrie Bomb Tower Mega Knight The Log
Arrows Valkyrie Bomb Tower The Log Mega Knight
P.E.K.K.A Bomb Tower
Valkyrie Mega Knight Arrows Bomb Tower P.E.K.K.A The Log
P.E.K.K.A Bomb Tower

Counters to secondary win conditions

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

Valkyrie Mega Knight Skeletons P.E.K.K.A
Arrows Valkyrie Bomb Tower The Log Mega Knight
P.E.K.K.A Mega Knight Skeletons Valkyrie Bomb Tower The Log
Valkyrie P.E.K.K.A Mega Knight The Log
P.E.K.K.A Skeletons Valkyrie Mega Knight
Arrows Skeletons Bomb Tower
P.E.K.K.A Skeletons Valkyrie Bomb Tower
P.E.K.K.A Mega Knight Valkyrie Bomb Tower
P.E.K.K.A Mega Knight Skeletons Valkyrie Bomb Tower The Log
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight Valkyrie Bomb Tower
P.E.K.K.A Mega Knight Arrows Valkyrie The Log
P.E.K.K.A Mega Knight Skeletons Valkyrie Bomb Tower
Valkyrie Bomb Tower Mega Knight
Skeletons Valkyrie Bomb Tower P.E.K.K.A The Log
Arrows Valkyrie Mega Knight Bomb Tower P.E.K.K.A The Log
Arrows Bomb Tower

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 The Log
Arrows The Log
Arrows The Log
Arrows Valkyrie The Log
Arrows Valkyrie The Log Mega Knight
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Valkyrie The Log
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows
Arrows The Log Mega Knight
Arrows Valkyrie The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Valkyrie Mega Knight
Arrows The Log
Arrows The Log Mega Knight
Arrows The Log
Arrows
Arrows The Log Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows The Log
Arrows
Arrows The Log
Valkyrie Mega Knight
Arrows The Log
Arrows
P.E.K.K.A Mega Knight
The Log
The Log Mega Knight
P.E.K.K.A
Mega Knight

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