My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Wizard

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.

Valkyrie Battle Ram Wizard Prince P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows

Punishments

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

Battle Ram Prince

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 Battle Ram Prince 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
Battle Ram Guards Prince
Giant Snowball
Battle Ram Guards
Zap
Battle Ram Guards Prince
Barbarian Barrel
Valkyrie Battle Ram Bomb Tower Wizard Guards
The Log
Battle Ram Guards Prince
Earthquake
Bomb Tower Guards
Arrows
Guards
Royal Delivery
Valkyrie Battle Ram Wizard Guards Prince P.E.K.K.A
Fireball
Battle Ram Bomb Tower Wizard
Poison
Bomb Tower Wizard Guards
Lightning
Valkyrie Battle Ram Bomb Tower Wizard Prince
Rocket
Valkyrie Bomb Tower Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Bomb Tower Wizard

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 Battle Ram Guards Prince 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.

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.

Arrows Guards Valkyrie Battle Ram Bomb Tower Wizard Prince P.E.K.K.A

Shortest cycle

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

14 Arrows Guards Valkyrie Battle Ram

Attack Synergies 2 8

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 Battle Ram Prince
Valkyrie
Prince Battle Ram Wizard P.E.K.K.A
Battle Ram
Arrows Valkyrie P.E.K.K.A
Bomb Tower
Wizard
Valkyrie Prince P.E.K.K.A
Guards
Prince
Valkyrie Arrows Wizard
P.E.K.K.A
Arrows Valkyrie Battle Ram Wizard

Defense Synergies 0 12

Arrows
Valkyrie Bomb Tower Prince P.E.K.K.A
Valkyrie
Arrows Bomb Tower Wizard Prince P.E.K.K.A
Battle Ram
Bomb Tower
Arrows Valkyrie
Wizard
Valkyrie Guards Prince P.E.K.K.A
Guards
Wizard Prince
Prince
Arrows Valkyrie Wizard Guards
P.E.K.K.A
Arrows 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
Bomb Tower P.E.K.K.A Valkyrie Prince
Bomb Tower Prince P.E.K.K.A Valkyrie
Bomb Tower Prince P.E.K.K.A Valkyrie Guards
Arrows Valkyrie Bomb Tower Prince P.E.K.K.A
Arrows Valkyrie Bomb Tower Guards
Arrows Bomb Tower Wizard
Arrows Valkyrie Bomb Tower P.E.K.K.A
P.E.K.K.A Bomb Tower Prince
Guards Valkyrie Prince
Valkyrie Guards Arrows Bomb Tower Wizard
Arrows Wizard
Bomb Tower Prince P.E.K.K.A Valkyrie Wizard Guards
Valkyrie Bomb Tower Wizard Arrows Guards Prince P.E.K.K.A
P.E.K.K.A Bomb Tower Prince
Bomb Tower Prince P.E.K.K.A
Bomb Tower Wizard Arrows Valkyrie Prince P.E.K.K.A
Arrows Bomb Tower Valkyrie Wizard Guards Prince
Arrows Valkyrie Bomb Tower Wizard Guards
P.E.K.K.A Bomb Tower Prince
Valkyrie Wizard Arrows Bomb Tower Guards Prince P.E.K.K.A

Counters to secondary win conditions

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

Valkyrie Guards Prince P.E.K.K.A
Arrows Valkyrie Bomb Tower Wizard Prince
Guards P.E.K.K.A Valkyrie Bomb Tower Prince
Valkyrie Guards Prince P.E.K.K.A
P.E.K.K.A Valkyrie Guards Prince
Arrows Wizard Bomb Tower
Guards Prince P.E.K.K.A Valkyrie Bomb Tower
P.E.K.K.A Valkyrie Bomb Tower Prince
P.E.K.K.A Valkyrie Bomb Tower Prince
P.E.K.K.A Guards
P.E.K.K.A Valkyrie Bomb Tower Guards Prince
P.E.K.K.A Arrows Valkyrie Guards Prince
Prince P.E.K.K.A Valkyrie Bomb Tower Wizard Guards
Wizard Valkyrie Bomb Tower
Guards Valkyrie Bomb Tower Prince P.E.K.K.A
Arrows Valkyrie Bomb Tower Wizard P.E.K.K.A
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 Guards
Arrows
Arrows
Arrows Valkyrie Guards Prince
Wizard Arrows Valkyrie
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Guards Prince
Arrows Valkyrie Wizard Prince
Arrows Wizard
Arrows
Arrows Prince
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Prince
Arrows Valkyrie Wizard
Prince
Arrows Wizard
Prince
Arrows
Arrows Valkyrie Wizard
Arrows Wizard
Arrows Wizard Prince
Arrows
Arrows Wizard
Wizard Guards
Arrows Wizard
Arrows
P.E.K.K.A Prince
Arrows Wizard
Guards Prince
Arrows Wizard
Arrows
Valkyrie Wizard Prince
Arrows Wizard
Arrows
Prince P.E.K.K.A
Guards
Prince

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