My Best Clash Royale Deck

Deck Check Rating

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

1 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Three Musketeers

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.

Skeletons Archers Valkyrie Giant Three Musketeers P.E.K.K.A

Offensive cards

Win conditions

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

Giant Three Musketeers Wall Breakers

Damage spells

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

Fireball

Punishments

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

Giant Wall Breakers

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Valkyrie Giant Wall Breakers 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
Skeletons Archers Giant Three Musketeers Wall Breakers
Giant Snowball
Skeletons Archers Three Musketeers Wall Breakers
Zap
Skeletons Archers Three Musketeers Wall Breakers
Barbarian Barrel
Skeletons Archers Valkyrie Three Musketeers Wall Breakers
The Log
Skeletons Archers Three Musketeers Wall Breakers
Earthquake
Skeletons Archers
Arrows
Skeletons Archers Wall Breakers
Royal Delivery
Skeletons Archers Valkyrie Three Musketeers Wall Breakers P.E.K.K.A
Fireball
Archers Three Musketeers Wall Breakers
Poison
Archers Three Musketeers
Lightning
Valkyrie Three Musketeers
Rocket
Valkyrie Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Valkyrie 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.

Fireball

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.

Fireball Three Musketeers

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Wall Breakers Archers Fireball Valkyrie Giant P.E.K.K.A Three Musketeers

Shortest cycle

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

10 Skeletons Wall Breakers Archers Fireball

Attack Synergies 1 10

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
Archers
Valkyrie Giant Wall Breakers P.E.K.K.A
Fireball
Giant Wall Breakers
Valkyrie
Archers Giant Three Musketeers Wall Breakers P.E.K.K.A
Giant
Archers Fireball Valkyrie Three Musketeers
Three Musketeers
Valkyrie Giant
Wall Breakers
Archers Fireball Valkyrie
P.E.K.K.A
Archers Valkyrie

Defense Synergies 1 5

Skeletons
Archers P.E.K.K.A
Archers
Valkyrie Skeletons P.E.K.K.A
Fireball
Valkyrie
Valkyrie
Archers Fireball P.E.K.K.A
Giant
Three Musketeers
Wall Breakers
P.E.K.K.A
Skeletons Archers 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.

Fireball Valkyrie
P.E.K.K.A Skeletons Valkyrie Three Musketeers
Three Musketeers P.E.K.K.A Skeletons Archers Valkyrie
Three Musketeers P.E.K.K.A Skeletons Valkyrie
Fireball Valkyrie P.E.K.K.A
Fireball Skeletons Archers Valkyrie
Three Musketeers Archers Fireball
Fireball Valkyrie P.E.K.K.A
Three Musketeers P.E.K.K.A Skeletons
Skeletons Archers Valkyrie
Archers Valkyrie Skeletons Fireball
Three Musketeers Archers Fireball
P.E.K.K.A Skeletons Fireball Valkyrie Three Musketeers
Fireball Valkyrie Three Musketeers P.E.K.K.A
P.E.K.K.A Three Musketeers
Fireball Three Musketeers P.E.K.K.A
Three Musketeers Skeletons Fireball Valkyrie P.E.K.K.A
Fireball Archers Valkyrie Three Musketeers
Valkyrie Archers Fireball
P.E.K.K.A Three Musketeers
Valkyrie Archers Fireball P.E.K.K.A

Counters to secondary win conditions

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

Valkyrie Skeletons Archers Fireball P.E.K.K.A
Fireball Archers Valkyrie
P.E.K.K.A Skeletons Valkyrie
Valkyrie P.E.K.K.A Fireball
P.E.K.K.A Skeletons Valkyrie Three Musketeers
Fireball Skeletons Archers Three Musketeers
P.E.K.K.A Skeletons Archers Fireball Valkyrie
P.E.K.K.A Valkyrie
P.E.K.K.A Skeletons Fireball Valkyrie
P.E.K.K.A Skeletons Three Musketeers
P.E.K.K.A Valkyrie
P.E.K.K.A Fireball Valkyrie
P.E.K.K.A Skeletons Fireball Valkyrie Three Musketeers
Archers Fireball Valkyrie Three Musketeers
Skeletons Archers Fireball Valkyrie Three Musketeers P.E.K.K.A
Valkyrie Archers Fireball P.E.K.K.A
Fireball

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.)

Fireball Valkyrie
Fireball
Fireball
Fireball Valkyrie
Fireball Valkyrie
Fireball
Archers
Fireball
Fireball
Fireball Three Musketeers
Fireball Valkyrie
Fireball Archers
Fireball Three Musketeers
Fireball
Fireball
Fireball Three Musketeers
Fireball Three Musketeers
Fireball Three Musketeers
Archers Fireball Three Musketeers
Fireball Valkyrie
Fireball
Fireball
Fireball
Fireball Valkyrie
Fireball
Fireball
Fireball
Archers Fireball
Fireball
Fireball
Fireball
Fireball
P.E.K.K.A
Fireball
Archers Fireball
Fireball Archers Three Musketeers
Fireball
Fireball Valkyrie Three Musketeers
Fireball
Fireball
Three Musketeers P.E.K.K.A
Fireball
Fireball
Fireball
P.E.K.K.A
Fireball

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