My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Tesla Ice Wizard Magic Archer

Defensive buildings

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

Tesla

Investments

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

Bats Tesla Valkyrie Rune Giant P.E.K.K.A Ice Wizard Magic Archer

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

The Log

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 Rune Giant P.E.K.K.A Magic Archer

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 Magic Archer

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
Giant Snowball
Bats
Zap
Bats
Barbarian Barrel
Tesla Valkyrie Ice Wizard Magic Archer
The Log
Earthquake
Tesla
Arrows
Bats
Royal Delivery
Bats Valkyrie P.E.K.K.A Ice Wizard Magic Archer
Fireball
Tesla Ice Wizard Magic Archer
Poison
Bats Ice Wizard Magic Archer
Lightning
Tesla Valkyrie Ice Wizard Magic Archer
Rocket
Valkyrie Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie The Log Ice Wizard Magic Archer

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 Rune Giant P.E.K.K.A Ice Wizard

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.

Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Ice Wizard Tesla Valkyrie Rune Giant Magic Archer P.E.K.K.A

Shortest cycle

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

11 Bats The Log Ice Wizard Tesla

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.

Bats
Valkyrie Rune Giant P.E.K.K.A
Tesla
Valkyrie
Bats P.E.K.K.A Magic Archer
Rune Giant
Bats Ice Wizard
P.E.K.K.A
Magic Archer Bats Valkyrie The Log Ice Wizard
The Log
P.E.K.K.A Magic Archer
Ice Wizard
Rune Giant P.E.K.K.A
Magic Archer
P.E.K.K.A Valkyrie The Log

Defense Synergies 2 14

Bats
Tesla Valkyrie P.E.K.K.A The Log Ice Wizard
Tesla
The Log Bats Valkyrie Magic Archer
Valkyrie
Bats Tesla P.E.K.K.A The Log Ice Wizard Magic Archer
Rune Giant
P.E.K.K.A
The Log Bats Valkyrie Ice Wizard
The Log
Tesla P.E.K.K.A Bats Valkyrie Ice Wizard Magic Archer
Ice Wizard
Bats Valkyrie P.E.K.K.A The Log
Magic Archer
Tesla Valkyrie 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.

Tesla Valkyrie The Log Magic Archer
P.E.K.K.A Bats Tesla Valkyrie The Log Ice Wizard
Tesla P.E.K.K.A Bats Valkyrie Ice Wizard
Tesla P.E.K.K.A Bats Valkyrie Ice Wizard
Valkyrie P.E.K.K.A The Log
The Log Bats Tesla Valkyrie Ice Wizard Magic Archer
Bats Tesla Ice Wizard Magic Archer
Tesla Valkyrie P.E.K.K.A The Log Magic Archer
Tesla P.E.K.K.A Ice Wizard
Tesla Valkyrie Ice Wizard
Bats Valkyrie Ice Wizard Tesla The Log Magic Archer
Tesla Bats Ice Wizard Magic Archer
Tesla P.E.K.K.A Bats Valkyrie The Log Ice Wizard
Valkyrie Bats Tesla P.E.K.K.A The Log Magic Archer
P.E.K.K.A Tesla
Tesla P.E.K.K.A The Log
Tesla Bats Valkyrie P.E.K.K.A
Tesla Valkyrie Bats The Log Ice Wizard Magic Archer
Valkyrie The Log Bats Tesla Ice Wizard Magic Archer
P.E.K.K.A Tesla
Valkyrie Bats Tesla P.E.K.K.A The Log
P.E.K.K.A Tesla

Counters to secondary win conditions

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

Valkyrie Tesla P.E.K.K.A
Tesla Valkyrie The Log Magic Archer
P.E.K.K.A Bats Valkyrie The Log
Valkyrie P.E.K.K.A Bats Tesla The Log
P.E.K.K.A Tesla Valkyrie
Bats Tesla Ice Wizard Magic Archer
P.E.K.K.A Bats Tesla Valkyrie Ice Wizard
P.E.K.K.A Tesla Valkyrie
P.E.K.K.A Bats Valkyrie The Log Magic Archer
P.E.K.K.A Tesla
P.E.K.K.A Bats Tesla Valkyrie
P.E.K.K.A Valkyrie The Log
P.E.K.K.A Tesla Valkyrie
Tesla Valkyrie Magic Archer
Tesla Bats Valkyrie P.E.K.K.A The Log Magic Archer
Bats Valkyrie Tesla P.E.K.K.A The Log Ice Wizard Magic Archer
Ice Wizard

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.)

Magic Archer Valkyrie The Log
The Log Ice Wizard Magic Archer
The Log Magic Archer
Valkyrie The Log
Valkyrie The Log Magic Archer
Bats Ice Wizard Magic Archer
The Log Magic Archer
The Log Ice Wizard Magic Archer
The Log
Bats
Valkyrie The Log Magic Archer
Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
Bats
The Log Magic Archer
Valkyrie The Log Magic Archer
The Log Magic Archer
The Log
The Log
The Log Valkyrie Ice Wizard Magic Archer
The Log Ice Wizard Magic Archer
The Log Magic Archer
The Log Magic Archer
Bats Ice Wizard Magic Archer
Bats
The Log Magic Archer
Magic Archer
P.E.K.K.A
The Log Magic Archer
Bats Magic Archer
Ice Wizard Magic Archer
The Log
Valkyrie Magic Archer
The Log Magic Archer
P.E.K.K.A
Bats The Log Magic Archer
Bats Magic Archer
The Log Magic Archer
P.E.K.K.A

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