My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Archers Baby Dragon

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.

Archers Valkyrie Elixir Collector Baby Dragon P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider

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.

Mini P.E.K.K.A Hog Rider

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Mini P.E.K.K.A Valkyrie Hog Rider Baby Dragon 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.

Mini P.E.K.K.A Valkyrie Hog Rider

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
Archers Hog Rider
Giant Snowball
Archers Hog Rider Baby Dragon
Zap
Archers
Barbarian Barrel
Archers Valkyrie
The Log
Archers Mini P.E.K.K.A Hog Rider
Earthquake
Archers Hog Rider Elixir Collector
Arrows
Archers
Royal Delivery
Archers Mini P.E.K.K.A Valkyrie Hog Rider Baby Dragon P.E.K.K.A
Fireball
Archers Hog Rider Elixir Collector Baby Dragon
Poison
Archers Elixir Collector
Lightning
Mini P.E.K.K.A Valkyrie Elixir Collector Baby Dragon
Rocket
Valkyrie Hog Rider Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Baby Dragon

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 Mini P.E.K.K.A Valkyrie Elixir Collector Baby Dragon P.E.K.K.A

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.

Archers Arrows Mini P.E.K.K.A Valkyrie Hog Rider Baby Dragon Elixir Collector P.E.K.K.A

Shortest cycle

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

14 Archers Arrows Mini P.E.K.K.A Valkyrie

Attack Synergies 4 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.

Archers
Valkyrie Arrows Mini P.E.K.K.A Hog Rider Baby Dragon P.E.K.K.A
Arrows
Hog Rider P.E.K.K.A Archers Mini P.E.K.K.A
Mini P.E.K.K.A
Archers Arrows Valkyrie Hog Rider Baby Dragon
Valkyrie
Archers Hog Rider Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Hog Rider
Arrows Valkyrie Archers Mini P.E.K.K.A Baby Dragon
Elixir Collector
Baby Dragon
Archers Mini P.E.K.K.A Valkyrie Hog Rider P.E.K.K.A
P.E.K.K.A
Arrows Archers Valkyrie Baby Dragon

Defense Synergies 1 11

Archers
Valkyrie Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Arrows
Mini P.E.K.K.A Valkyrie P.E.K.K.A
Mini P.E.K.K.A
Archers Arrows Valkyrie Baby Dragon
Valkyrie
Archers Arrows Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Hog Rider
Elixir Collector
Baby Dragon
Archers Mini P.E.K.K.A Valkyrie P.E.K.K.A
P.E.K.K.A
Archers Arrows Valkyrie Baby Dragon

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 Baby Dragon
Mini P.E.K.K.A P.E.K.K.A Valkyrie
Mini P.E.K.K.A P.E.K.K.A Archers Valkyrie
Mini P.E.K.K.A P.E.K.K.A Valkyrie
Arrows Mini P.E.K.K.A Valkyrie P.E.K.K.A
Arrows Archers Valkyrie Baby Dragon
Archers Arrows Baby Dragon
Arrows Valkyrie Baby Dragon P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Archers Mini P.E.K.K.A Valkyrie
Archers Valkyrie Arrows Baby Dragon
Arrows Archers Baby Dragon
Mini P.E.K.K.A P.E.K.K.A Valkyrie
Valkyrie Arrows Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Arrows Mini P.E.K.K.A Valkyrie P.E.K.K.A
Arrows Valkyrie Archers Baby Dragon
Arrows Valkyrie Baby Dragon Archers
Mini P.E.K.K.A P.E.K.K.A
Valkyrie Archers Arrows Mini P.E.K.K.A Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Valkyrie Archers P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Valkyrie Baby Dragon
P.E.K.K.A Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A Valkyrie P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Valkyrie
Arrows Archers Baby Dragon
Mini P.E.K.K.A P.E.K.K.A Archers Valkyrie
Mini P.E.K.K.A P.E.K.K.A Valkyrie
P.E.K.K.A Mini P.E.K.K.A Valkyrie Baby Dragon
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Valkyrie
P.E.K.K.A Arrows Valkyrie
Mini P.E.K.K.A P.E.K.K.A Valkyrie
Archers Valkyrie Baby Dragon
Archers Mini P.E.K.K.A Valkyrie Baby Dragon P.E.K.K.A
Arrows Valkyrie Archers Mini P.E.K.K.A Baby Dragon P.E.K.K.A
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 Valkyrie Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Valkyrie
Arrows Valkyrie Baby Dragon
Arrows Baby Dragon
Archers Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Mini P.E.K.K.A
Arrows Valkyrie
Archers Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Mini P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Baby Dragon
Arrows Valkyrie Baby Dragon
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Valkyrie Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Archers Arrows Baby Dragon
Mini P.E.K.K.A
Arrows
Arrows
P.E.K.K.A
Arrows
Archers
Archers Arrows Baby Dragon
Arrows
Mini P.E.K.K.A Valkyrie Baby Dragon
Arrows Baby Dragon
Arrows
P.E.K.K.A
Baby Dragon
Baby Dragon
P.E.K.K.A

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