My Best Clash Royale Deck

Deck Check Rating

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

3 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Witch Electro Wizard

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.

Valkyrie Wizard Witch P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Barbarians 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 Goblin Barrel Electro Wizard

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
Goblin Barrel
Giant Snowball
Barbarians Goblin Barrel Witch
Zap
Goblin Barrel Witch
Barbarian Barrel
Barbarians Valkyrie Wizard Goblin Barrel Witch Electro Wizard
The Log
Barbarians Goblin Barrel Witch
Earthquake
Barbarians Goblin Barrel Witch
Arrows
Goblin Barrel Witch
Royal Delivery
Barbarians Valkyrie Wizard Goblin Barrel Witch P.E.K.K.A Electro Wizard
Fireball
Barbarians Wizard Goblin Barrel Witch Electro Wizard
Poison
Barbarians Wizard Witch Electro Wizard
Lightning
Valkyrie Wizard Witch Electro Wizard
Rocket
Barbarians Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard

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 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.

Goblin Barrel

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.

Barbarians Wizard Goblin Barrel Witch Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Barrel Valkyrie Electro Wizard Barbarians Wizard Witch P.E.K.K.A

Shortest cycle

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

14 Arrows Goblin Barrel Valkyrie Electro Wizard

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.

Arrows
P.E.K.K.A Goblin Barrel
Barbarians
Valkyrie
Goblin Barrel Wizard Witch P.E.K.K.A Electro Wizard
Wizard
Valkyrie P.E.K.K.A
Goblin Barrel
Valkyrie Arrows P.E.K.K.A
Witch
Valkyrie P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Valkyrie Wizard Goblin Barrel Witch
Electro Wizard
P.E.K.K.A Valkyrie

Defense Synergies 0 11

Arrows
Barbarians Valkyrie P.E.K.K.A
Barbarians
Arrows
Valkyrie
Arrows Wizard Witch P.E.K.K.A Electro Wizard
Wizard
Valkyrie P.E.K.K.A Electro Wizard
Goblin Barrel
Witch
Valkyrie Electro Wizard
P.E.K.K.A
Arrows Valkyrie Wizard Electro Wizard
Electro Wizard
Valkyrie Wizard Witch P.E.K.K.A

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 Wizard Electro Wizard
Barbarians P.E.K.K.A Valkyrie Witch Electro Wizard
Barbarians Witch P.E.K.K.A Valkyrie Electro Wizard
Barbarians Witch P.E.K.K.A Valkyrie Electro Wizard
Arrows Barbarians Valkyrie P.E.K.K.A
Arrows Valkyrie Electro Wizard
Electro Wizard Arrows Wizard Witch
Arrows Barbarians Valkyrie P.E.K.K.A Electro Wizard
Barbarians Witch P.E.K.K.A
Barbarians Valkyrie Electro Wizard
Barbarians Valkyrie Witch Electro Wizard Arrows Wizard
Arrows Wizard Witch Electro Wizard
Barbarians P.E.K.K.A Valkyrie Wizard Witch Electro Wizard
Valkyrie Wizard Arrows Barbarians Witch P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Barbarians Wizard Arrows Valkyrie Witch P.E.K.K.A Electro Wizard
Arrows Valkyrie Barbarians Wizard Witch Electro Wizard
Arrows Valkyrie Wizard Witch Barbarians Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Valkyrie Wizard Arrows Barbarians Witch P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Valkyrie Witch P.E.K.K.A Electro Wizard
Electro Wizard Arrows Valkyrie Wizard
Barbarians P.E.K.K.A Valkyrie Witch Electro Wizard
Valkyrie P.E.K.K.A Barbarians Electro Wizard
Barbarians P.E.K.K.A Valkyrie Witch
Arrows Wizard Witch Electro Wizard
P.E.K.K.A Barbarians Valkyrie Witch Electro Wizard
P.E.K.K.A Barbarians Valkyrie
P.E.K.K.A Electro Wizard Barbarians Valkyrie Witch
Witch P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Valkyrie Witch
P.E.K.K.A Arrows Barbarians Valkyrie Electro Wizard
Barbarians P.E.K.K.A Valkyrie Wizard Witch
Wizard Barbarians Valkyrie Witch
Barbarians Witch Electro Wizard Valkyrie P.E.K.K.A
Arrows Valkyrie Barbarians Wizard Witch P.E.K.K.A Electro Wizard
Arrows Electro 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.)

Arrows Valkyrie
Arrows Electro Wizard
Arrows
Arrows Barbarians Valkyrie
Wizard Arrows Valkyrie
Arrows Wizard Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Electro Wizard
Arrows Valkyrie Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Arrows Valkyrie Wizard Witch
Arrows Wizard
Arrows Barbarians
Arrows Valkyrie Wizard Witch
Witch
Arrows Wizard Witch Electro Wizard
Arrows Wizard Witch
Arrows
Arrows Wizard Witch Electro Wizard
Electro Wizard Wizard Witch
Arrows Wizard
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Electro Wizard Barbarians Witch
Arrows Wizard Witch Electro Wizard
Arrows
Valkyrie Wizard Electro Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Witch Electro Wizard
Witch Electro Wizard
Witch Electro Wizard
P.E.K.K.A
Wizard

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