My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Elixir Golem Valkyrie Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Rocket Rage

Punishments

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

Elixir Golem

Pump responses

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

Rocket

Dropped at the bridge

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

Elixir Golem 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
Elixir Golem Skeleton Army
Giant Snowball
Skeleton Army
Zap
Skeleton Army
Barbarian Barrel
Elixir Golem Valkyrie Wizard Skeleton Army
The Log
Elixir Golem Skeleton Army
Earthquake
Elixir Golem Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elixir Golem Valkyrie Wizard Skeleton Army P.E.K.K.A
Fireball
Elixir Golem Wizard Skeleton Army
Poison
Elixir Golem Wizard Skeleton Army
Lightning
Valkyrie Wizard
Rocket
Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Rocket

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.

Arrows Elixir Golem Valkyrie Rocket Rage Skeleton Army 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.

Skeleton Army

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.

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.

Rage Arrows Elixir Golem Skeleton Army Valkyrie Wizard Rocket P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Elixir Golem Skeleton Army

Attack Synergies 2 6

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 Elixir Golem
Elixir Golem
Rage Arrows Wizard
Valkyrie
Wizard P.E.K.K.A
Wizard
Elixir Golem Valkyrie Rage P.E.K.K.A
Rocket
Rage
Elixir Golem Wizard
Skeleton Army
P.E.K.K.A
Arrows Valkyrie Wizard

Defense Synergies 0 6

Arrows
Valkyrie P.E.K.K.A
Elixir Golem
Valkyrie
Arrows Wizard P.E.K.K.A
Wizard
Valkyrie Skeleton Army P.E.K.K.A
Rocket
Rage
Skeleton Army
Wizard
P.E.K.K.A
Arrows Valkyrie Wizard

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.

Rocket Valkyrie Wizard
Skeleton Army P.E.K.K.A Valkyrie
Rocket Skeleton Army P.E.K.K.A Valkyrie
Skeleton Army P.E.K.K.A Valkyrie
Arrows Valkyrie Rocket Skeleton Army P.E.K.K.A
Arrows Skeleton Army Valkyrie
Rocket Arrows Wizard
Rocket Arrows Valkyrie P.E.K.K.A
P.E.K.K.A Skeleton Army
Skeleton Army Valkyrie
Valkyrie Skeleton Army Arrows Wizard
Arrows Wizard
Skeleton Army P.E.K.K.A Valkyrie Wizard Rocket
Valkyrie Wizard Rocket Skeleton Army Arrows P.E.K.K.A
Skeleton Army P.E.K.K.A
Rocket Skeleton Army P.E.K.K.A
Wizard Arrows Valkyrie Skeleton Army P.E.K.K.A
Arrows Valkyrie Wizard Skeleton Army
Arrows Valkyrie Wizard
P.E.K.K.A
Valkyrie Wizard Skeleton Army Arrows P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Valkyrie Skeleton Army P.E.K.K.A
Arrows Valkyrie Wizard Rocket
Skeleton Army P.E.K.K.A Valkyrie Rocket
Valkyrie Rocket Skeleton Army P.E.K.K.A
P.E.K.K.A Valkyrie Skeleton Army
Arrows Wizard Rocket
Rocket Skeleton Army P.E.K.K.A Valkyrie
P.E.K.K.A Valkyrie Skeleton Army
Rocket P.E.K.K.A Valkyrie Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Valkyrie
Rocket Skeleton Army P.E.K.K.A Arrows Valkyrie
Rocket Skeleton Army P.E.K.K.A Valkyrie Wizard
Wizard Valkyrie Skeleton Army
Skeleton Army Valkyrie Rocket P.E.K.K.A
Arrows Valkyrie Wizard 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 Rocket
Arrows
Rocket Arrows
Arrows Valkyrie Rocket
Wizard Rocket Arrows Valkyrie
Arrows Wizard Rocket
Arrows Wizard
Arrows Wizard
Arrows Wizard
Rocket
Rocket Arrows Valkyrie Wizard
Arrows Wizard Rocket
Rocket
Arrows Rocket
Arrows
Rocket Arrows Wizard
Arrows Wizard Rocket
Arrows Rocket
Rocket
Rocket Arrows Wizard
Rocket Arrows Valkyrie Wizard
Rocket
Rocket Arrows Wizard
Rocket
Rocket Arrows
Arrows Valkyrie Wizard
Arrows Wizard
Arrows Wizard
Rocket Arrows
Arrows Wizard
Rocket Wizard
Arrows Wizard Rocket
Rocket Arrows
P.E.K.K.A
Rocket Arrows Wizard
Rocket Skeleton Army
Rocket Arrows Wizard
Arrows
Valkyrie Wizard Rocket
Arrows Wizard
Rocket Arrows
P.E.K.K.A
Rocket
Rocket
Rocket
P.E.K.K.A
Wizard Rocket

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