My Best Clash Royale Deck

Deck Check Rating

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

1 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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!
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.

Firecracker Zappies

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.

Firecracker Valkyrie Battle Ram Zappies Prince

Offensive cards

Win conditions

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

Battle Ram

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 Battle Ram Prince

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.

Mini P.E.K.K.A Valkyrie Battle Ram Prince

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.

Firecracker Mini P.E.K.K.A 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
Battle Ram Guards Prince
Giant Snowball
Battle Ram Zappies Guards
Zap
Firecracker Battle Ram Zappies Guards Prince
Barbarian Barrel
Firecracker Valkyrie Battle Ram Zappies Guards
The Log
Firecracker Mini P.E.K.K.A Battle Ram Zappies Guards Prince
Earthquake
Firecracker Zappies Guards
Arrows
Firecracker Zappies Guards
Royal Delivery
Firecracker Mini P.E.K.K.A Valkyrie Battle Ram Zappies Guards Prince
Fireball
Firecracker Battle Ram Zappies
Poison
Firecracker Zappies Guards
Lightning
Mini P.E.K.K.A Valkyrie Battle Ram Prince
Rocket
Valkyrie Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Valkyrie

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 Battle Ram Guards Prince

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.

Arrows Firecracker Guards Mini P.E.K.K.A Valkyrie Battle Ram Zappies Prince

Shortest cycle

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

13 Arrows Firecracker Guards Mini P.E.K.K.A

Attack Synergies 1 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.

Arrows
Mini P.E.K.K.A Battle Ram Prince
Firecracker
Mini P.E.K.K.A Valkyrie Battle Ram Zappies Prince
Mini P.E.K.K.A
Arrows Firecracker Valkyrie
Valkyrie
Prince Firecracker Mini P.E.K.K.A Battle Ram Zappies
Battle Ram
Arrows Firecracker Valkyrie Zappies
Zappies
Firecracker Valkyrie Battle Ram Prince
Guards
Prince
Valkyrie Arrows Firecracker Zappies

Defense Synergies 1 14

Arrows
Mini P.E.K.K.A Valkyrie Prince
Firecracker
Valkyrie Mini P.E.K.K.A Zappies Guards Prince
Mini P.E.K.K.A
Arrows Firecracker Valkyrie Guards
Valkyrie
Firecracker Arrows Mini P.E.K.K.A Zappies Prince
Battle Ram
Zappies
Firecracker Valkyrie Guards Prince
Guards
Firecracker Mini P.E.K.K.A Zappies Prince
Prince
Arrows Firecracker Valkyrie Zappies Guards

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.

Firecracker Valkyrie Zappies
Mini P.E.K.K.A Firecracker Valkyrie Zappies Prince
Mini P.E.K.K.A Prince Valkyrie Zappies
Mini P.E.K.K.A Prince Firecracker Valkyrie Zappies Guards
Arrows Firecracker Mini P.E.K.K.A Valkyrie Prince
Arrows Firecracker Valkyrie Zappies Guards
Arrows Firecracker Zappies
Arrows Valkyrie
Mini P.E.K.K.A Zappies Prince
Guards Firecracker Mini P.E.K.K.A Valkyrie Zappies Prince
Valkyrie Guards Arrows Firecracker Zappies
Arrows Firecracker Zappies
Mini P.E.K.K.A Prince Valkyrie Zappies Guards
Valkyrie Arrows Firecracker Mini P.E.K.K.A Zappies Guards Prince
Mini P.E.K.K.A Zappies Prince
Mini P.E.K.K.A Zappies Prince
Arrows Firecracker Mini P.E.K.K.A Valkyrie Zappies Prince
Arrows Firecracker Valkyrie Zappies Guards Prince
Arrows Valkyrie Firecracker Zappies Guards
Mini P.E.K.K.A Zappies Prince
Valkyrie Arrows Firecracker Mini P.E.K.K.A Zappies Guards Prince

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 Guards Zappies Prince
Arrows Firecracker Mini P.E.K.K.A Valkyrie Prince
Zappies Guards Mini P.E.K.K.A Valkyrie Prince
Mini P.E.K.K.A Valkyrie Guards Prince Zappies
Mini P.E.K.K.A Valkyrie Zappies Guards Prince
Arrows Firecracker Zappies
Mini P.E.K.K.A Guards Prince Valkyrie Zappies
Mini P.E.K.K.A Valkyrie Zappies Prince
Firecracker Mini P.E.K.K.A Valkyrie Zappies Prince
Zappies Guards
Mini P.E.K.K.A Valkyrie Zappies Guards Prince
Arrows Valkyrie Guards Prince
Mini P.E.K.K.A Prince Valkyrie Zappies Guards
Firecracker Valkyrie Zappies
Zappies Guards Firecracker Mini P.E.K.K.A Valkyrie Prince
Arrows Valkyrie Firecracker Mini P.E.K.K.A Zappies
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 Firecracker Valkyrie Guards
Arrows Firecracker
Arrows
Arrows Firecracker Valkyrie Guards Prince
Arrows Firecracker Valkyrie
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Mini P.E.K.K.A Guards Prince
Firecracker Arrows Valkyrie Prince
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker Prince
Arrows Firecracker
Arrows Firecracker
Arrows
Mini P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A Prince
Arrows Firecracker Valkyrie
Prince
Arrows
Prince
Arrows
Arrows Firecracker Valkyrie
Arrows Firecracker
Arrows Prince
Arrows Firecracker
Arrows Firecracker
Firecracker Zappies Guards
Mini P.E.K.K.A
Arrows
Arrows Firecracker Zappies
Prince
Arrows Firecracker
Zappies Guards Prince
Arrows Firecracker Zappies
Arrows
Firecracker Mini P.E.K.K.A Valkyrie Prince
Arrows Firecracker
Arrows
Firecracker Prince
Firecracker Zappies Guards
Firecracker Zappies
Firecracker Prince

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