My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Goblin Gang 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 Rune Giant P.E.K.K.A Electro Giant

Offensive cards

Win conditions

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

Rune Giant Electro Giant

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 Gang Electro Giant

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.

Goblin Gang Valkyrie Battle Healer Rune Giant P.E.K.K.A Electro Giant

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
Goblin Gang
Giant Snowball
Goblin Gang
Zap
Goblin Gang
Barbarian Barrel
Goblin Gang Valkyrie Wizard
The Log
Goblin Gang
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Valkyrie Battle Healer Wizard P.E.K.K.A
Fireball
Goblin Gang Battle Healer Wizard
Poison
Goblin Gang Battle Healer Wizard
Lightning
Valkyrie Battle Healer Wizard
Rocket
Valkyrie Battle Healer Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Electro Giant

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 Battle Healer Rune Giant P.E.K.K.A Electro Giant

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 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 Gang Valkyrie Battle Healer Rune Giant Wizard P.E.K.K.A Electro Giant

Shortest cycle

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

14 Arrows Goblin Gang Valkyrie Battle Healer

Attack Synergies 1 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 Battle Healer
Goblin Gang
Valkyrie Battle Healer P.E.K.K.A
Valkyrie
Goblin Gang Battle Healer Wizard P.E.K.K.A
Battle Healer
Arrows Goblin Gang Valkyrie
Wizard
Valkyrie P.E.K.K.A
Rune Giant
P.E.K.K.A
Arrows Goblin Gang Valkyrie Wizard
Electro Giant

Defense Synergies 0 10

Arrows
Valkyrie Battle Healer P.E.K.K.A
Goblin Gang
Valkyrie Battle Healer P.E.K.K.A
Valkyrie
Arrows Goblin Gang Battle Healer Wizard P.E.K.K.A
Battle Healer
Arrows Goblin Gang Valkyrie
Wizard
Valkyrie P.E.K.K.A
Rune Giant
P.E.K.K.A
Arrows Goblin Gang Valkyrie Wizard
Electro Giant

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
P.E.K.K.A Goblin Gang Valkyrie Battle Healer
Goblin Gang P.E.K.K.A Valkyrie
P.E.K.K.A Goblin Gang Valkyrie
Arrows Valkyrie Battle Healer P.E.K.K.A
Arrows Goblin Gang Valkyrie
Arrows Goblin Gang Wizard
Arrows Valkyrie Battle Healer P.E.K.K.A Electro Giant
P.E.K.K.A Goblin Gang
Goblin Gang Valkyrie Battle Healer
Goblin Gang Valkyrie Arrows Wizard Electro Giant
Arrows Goblin Gang Wizard
P.E.K.K.A Goblin Gang Valkyrie Battle Healer Wizard
Valkyrie Wizard Arrows Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang
Goblin Gang P.E.K.K.A Electro Giant
Wizard Arrows Goblin Gang Valkyrie P.E.K.K.A
Arrows Valkyrie Goblin Gang Battle Healer Wizard
Arrows Valkyrie Wizard Battle Healer
P.E.K.K.A
Goblin Gang Valkyrie Wizard Arrows Battle Healer P.E.K.K.A Electro Giant
P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Valkyrie Battle Healer P.E.K.K.A Electro Giant
Arrows Goblin Gang Valkyrie Battle Healer Wizard
Goblin Gang P.E.K.K.A Valkyrie Battle Healer
Goblin Gang Valkyrie P.E.K.K.A Battle Healer
P.E.K.K.A Goblin Gang Valkyrie Battle Healer
Arrows Wizard Electro Giant Goblin Gang
Goblin Gang P.E.K.K.A Valkyrie Battle Healer
P.E.K.K.A Valkyrie Battle Healer
P.E.K.K.A Valkyrie
P.E.K.K.A Goblin Gang
P.E.K.K.A Valkyrie
P.E.K.K.A Arrows Valkyrie Electro Giant
P.E.K.K.A Goblin Gang Valkyrie Wizard
Wizard Valkyrie Electro Giant
Goblin Gang Electro Giant Valkyrie Battle Healer P.E.K.K.A
Arrows Valkyrie Battle Healer Wizard P.E.K.K.A Electro Giant
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
Arrows
Arrows
Arrows Valkyrie
Wizard Arrows Valkyrie
Arrows Wizard Electro Giant
Arrows Wizard
Arrows Wizard
Arrows Wizard
Goblin Gang
Arrows Valkyrie Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Valkyrie Wizard Electro Giant
Arrows Wizard
Arrows
Arrows Electro Giant Valkyrie Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Giant
Wizard Electro Giant
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Goblin Gang
Arrows Wizard
Arrows
Goblin Gang Valkyrie Wizard
Arrows Wizard
Arrows Electro Giant
P.E.K.K.A
Electro Giant Goblin Gang
Electro Giant
P.E.K.K.A
Wizard

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