My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 Goblin Gang

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.

Archers Knight Valkyrie P.E.K.K.A

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball The Log

Punishments

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

Goblin Gang

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.

Knight Goblin Gang 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.

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
Archers Goblin Gang
Giant Snowball
Archers Goblin Gang
Zap
Archers Goblin Gang
Barbarian Barrel
Archers Knight Goblin Gang Valkyrie Bomb Tower
The Log
Archers Goblin Gang
Earthquake
Archers Goblin Gang Bomb Tower
Arrows
Archers Goblin Gang
Royal Delivery
Archers Knight Goblin Gang Valkyrie P.E.K.K.A
Fireball
Archers Goblin Gang Bomb Tower
Poison
Archers Goblin Gang Bomb Tower
Lightning
Knight Valkyrie Bomb Tower
Rocket
Valkyrie Bomb Tower

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 Bomb Tower The Log

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.

Knight 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.

Goblin Gang Fireball

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.

The Log Archers Knight Goblin Gang Fireball Valkyrie Bomb Tower P.E.K.K.A

Shortest cycle

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

11 The Log Archers Knight Goblin Gang

Attack Synergies 3 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.

Archers
Knight Valkyrie P.E.K.K.A
Knight
Archers Goblin Gang Fireball The Log
Goblin Gang
Knight Valkyrie P.E.K.K.A
Fireball
Knight The Log
Valkyrie
Archers Goblin Gang P.E.K.K.A
Bomb Tower
P.E.K.K.A
Archers Goblin Gang Valkyrie The Log
The Log
Knight Fireball P.E.K.K.A

Defense Synergies 7 15

Archers
Knight Valkyrie Goblin Gang Bomb Tower P.E.K.K.A The Log
Knight
Archers Goblin Gang Bomb Tower Fireball The Log
Goblin Gang
Knight Archers Valkyrie Bomb Tower P.E.K.K.A The Log
Fireball
The Log Knight Valkyrie Bomb Tower
Valkyrie
Archers Goblin Gang Fireball Bomb Tower P.E.K.K.A The Log
Bomb Tower
Knight The Log Archers Goblin Gang Fireball Valkyrie
P.E.K.K.A
The Log Archers Goblin Gang Valkyrie
The Log
Fireball Bomb Tower P.E.K.K.A Archers Knight Goblin Gang 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.

Knight Fireball Valkyrie The Log
Bomb Tower P.E.K.K.A Knight Goblin Gang Valkyrie The Log
Goblin Gang Bomb Tower P.E.K.K.A Archers Knight Valkyrie
Bomb Tower P.E.K.K.A Knight Goblin Gang Valkyrie
Fireball Valkyrie Bomb Tower P.E.K.K.A The Log
Goblin Gang Fireball The Log Archers Valkyrie Bomb Tower
Archers Goblin Gang Fireball Bomb Tower
Fireball Valkyrie Bomb Tower P.E.K.K.A The Log
P.E.K.K.A Goblin Gang Bomb Tower
Knight Goblin Gang Archers Valkyrie
Archers Goblin Gang Valkyrie Knight Fireball Bomb Tower The Log
Archers Goblin Gang Fireball
Bomb Tower P.E.K.K.A Knight Goblin Gang Fireball Valkyrie The Log
Fireball Valkyrie Bomb Tower Goblin Gang P.E.K.K.A The Log
P.E.K.K.A Knight Goblin Gang Bomb Tower
Bomb Tower Goblin Gang Fireball P.E.K.K.A The Log
Bomb Tower Knight Goblin Gang Fireball Valkyrie P.E.K.K.A
Fireball Valkyrie Bomb Tower Archers Knight Goblin Gang The Log
Valkyrie Bomb Tower The Log Archers Knight Fireball
P.E.K.K.A Bomb Tower
Goblin Gang Valkyrie Archers Knight Fireball Bomb Tower P.E.K.K.A The Log
P.E.K.K.A Bomb Tower

Counters to secondary win conditions

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

Knight Goblin Gang Valkyrie Archers Fireball P.E.K.K.A
Fireball Archers Knight Goblin Gang Valkyrie Bomb Tower The Log
Goblin Gang P.E.K.K.A Knight Valkyrie Bomb Tower The Log
Goblin Gang Valkyrie P.E.K.K.A Knight Fireball The Log
P.E.K.K.A Knight Goblin Gang Valkyrie
Fireball Archers Goblin Gang Bomb Tower
Goblin Gang P.E.K.K.A Archers Knight Fireball Valkyrie Bomb Tower
P.E.K.K.A Knight Valkyrie Bomb Tower
P.E.K.K.A Knight Fireball Valkyrie Bomb Tower The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A Knight Valkyrie Bomb Tower
P.E.K.K.A Fireball Valkyrie The Log
P.E.K.K.A Knight Goblin Gang Fireball Valkyrie Bomb Tower
Archers Fireball Valkyrie Bomb Tower
Goblin Gang Archers Knight Fireball Valkyrie Bomb Tower P.E.K.K.A The Log
Valkyrie Archers Fireball Bomb Tower P.E.K.K.A The Log
Fireball 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.)

Fireball Knight Valkyrie The Log
Fireball The Log
Fireball The Log
Knight Fireball Valkyrie The Log
Fireball Valkyrie The Log
Fireball
Archers The Log
Fireball The Log
Fireball The Log
Goblin Gang Fireball
Knight Fireball Valkyrie The Log
Fireball Archers
Knight Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Archers Fireball The Log
Fireball Valkyrie The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball Valkyrie
Fireball The Log
Fireball The Log
Fireball The Log
Archers Fireball
Fireball
Fireball
Fireball The Log
Fireball
P.E.K.K.A
Fireball The Log
Archers Goblin Gang Fireball
Fireball Archers
The Log Fireball
Fireball Knight Goblin Gang Valkyrie
The Log Fireball
Fireball
P.E.K.K.A
Goblin Gang Fireball The Log
Fireball
Fireball The Log
P.E.K.K.A
Fireball

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