My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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 Firecracker Mother 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.

Bats Firecracker Royal Recruits Elixir Golem Valkyrie P.E.K.K.A Mother Witch

Offensive cards

Win conditions

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

Elixir Golem

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.

Royal Recruits Elixir Golem

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.

Royal Recruits Elixir Golem 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.

Firecracker 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 Royal Recruits Elixir Golem
Giant Snowball
Bats Royal Recruits
Zap
Bats Firecracker
Barbarian Barrel
Firecracker Royal Recruits Elixir Golem Valkyrie
The Log
Firecracker Royal Recruits Elixir Golem
Earthquake
Firecracker Elixir Golem
Arrows
Bats Firecracker Royal Recruits
Royal Delivery
Bats Firecracker Royal Recruits Elixir Golem Valkyrie P.E.K.K.A Mother Witch
Fireball
Firecracker Elixir Golem Mother Witch
Poison
Bats Firecracker Royal Recruits Elixir Golem Mother Witch
Lightning
Valkyrie Mother Witch
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Valkyrie

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 Arrows Royal Recruits Elixir Golem Valkyrie P.E.K.K.A Mother 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Firecracker Elixir Golem Valkyrie Mother Witch Royal Recruits P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Firecracker Elixir Golem

Attack Synergies 3 13

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 Firecracker Royal Recruits Elixir Golem P.E.K.K.A
Arrows
P.E.K.K.A Elixir Golem Mother Witch
Firecracker
Elixir Golem Bats Royal Recruits Valkyrie P.E.K.K.A
Royal Recruits
Bats Firecracker
Elixir Golem
Firecracker Bats Arrows Mother Witch
Valkyrie
Bats Firecracker P.E.K.K.A Mother Witch
P.E.K.K.A
Arrows Bats Firecracker Valkyrie Mother Witch
Mother Witch
Arrows Elixir Golem Valkyrie P.E.K.K.A

Defense Synergies 1 11

Bats
Firecracker Royal Recruits Valkyrie P.E.K.K.A
Arrows
Valkyrie P.E.K.K.A Mother Witch
Firecracker
Valkyrie Bats Royal Recruits P.E.K.K.A
Royal Recruits
Bats Firecracker
Elixir Golem
Valkyrie
Firecracker Bats Arrows P.E.K.K.A Mother Witch
P.E.K.K.A
Bats Arrows Firecracker Valkyrie
Mother Witch
Arrows Valkyrie

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.

Firecracker Royal Recruits Valkyrie
P.E.K.K.A Bats Firecracker Royal Recruits Valkyrie
P.E.K.K.A Bats Royal Recruits Valkyrie
Royal Recruits P.E.K.K.A Bats Firecracker Valkyrie
Arrows Firecracker Royal Recruits Valkyrie P.E.K.K.A
Arrows Bats Firecracker Valkyrie Mother Witch
Bats Arrows Firecracker
Arrows Royal Recruits Valkyrie P.E.K.K.A
P.E.K.K.A Royal Recruits
Firecracker Royal Recruits Valkyrie
Bats Valkyrie Mother Witch Arrows Firecracker Royal Recruits
Arrows Bats Firecracker
Royal Recruits P.E.K.K.A Bats Valkyrie
Valkyrie Bats Arrows Firecracker Royal Recruits P.E.K.K.A
Royal Recruits P.E.K.K.A
Royal Recruits P.E.K.K.A
Bats Arrows Firecracker Royal Recruits Valkyrie P.E.K.K.A
Arrows Bats Firecracker Royal Recruits Valkyrie
Arrows Valkyrie Bats Firecracker Royal Recruits Mother Witch
P.E.K.K.A Royal Recruits
Royal Recruits Valkyrie Bats Arrows Firecracker P.E.K.K.A Mother Witch

Counters to secondary win conditions

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

Royal Recruits Valkyrie P.E.K.K.A
Arrows Firecracker Valkyrie
Royal Recruits P.E.K.K.A Bats Valkyrie
Royal Recruits Valkyrie P.E.K.K.A Bats
Royal Recruits P.E.K.K.A Valkyrie
Arrows Firecracker Mother Witch Bats
Royal Recruits P.E.K.K.A Bats Valkyrie
P.E.K.K.A Royal Recruits Valkyrie
Royal Recruits P.E.K.K.A Bats Firecracker Valkyrie
Royal Recruits P.E.K.K.A
P.E.K.K.A Bats Royal Recruits Valkyrie
Royal Recruits P.E.K.K.A Arrows Valkyrie
Royal Recruits P.E.K.K.A Valkyrie
Royal Recruits Firecracker Valkyrie
Royal Recruits Bats Firecracker Valkyrie P.E.K.K.A
Bats Arrows Valkyrie Firecracker Royal Recruits P.E.K.K.A Mother Witch
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 Firecracker Royal Recruits Valkyrie
Arrows Firecracker
Arrows
Arrows Firecracker Royal Recruits Valkyrie
Arrows Firecracker Valkyrie
Arrows Firecracker Mother Witch Bats
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats
Firecracker Arrows Royal Recruits Valkyrie
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Royal Recruits
Arrows
Bats
Arrows Firecracker
Arrows Firecracker Valkyrie Mother Witch
Arrows
Arrows Royal Recruits
Arrows Firecracker Mother Witch Valkyrie
Arrows Firecracker
Arrows
Arrows Firecracker
Bats Arrows Firecracker Mother Witch
Bats Firecracker
Arrows
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Bats Royal Recruits
Arrows Firecracker
Arrows
Firecracker Valkyrie
Arrows Firecracker
Arrows
Firecracker Royal Recruits P.E.K.K.A
Bats Firecracker Royal Recruits
Firecracker Bats
Firecracker Royal Recruits
P.E.K.K.A
Firecracker

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