My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
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 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:

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AND/OR

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

Rascals 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.

Rascals Valkyrie Wizard 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.

Hog Rider Goblin Barrel 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.

Hog Rider 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.

Rascals Valkyrie Hog Rider 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 Hog Rider Goblin Barrel

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

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.

Wizard Goblin Barrel

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 Hog Rider Rascals Wizard P.E.K.K.A Electro Giant

Shortest cycle

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

14 Arrows Goblin Barrel Valkyrie Hog Rider

Attack Synergies 5 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
Hog Rider P.E.K.K.A Goblin Barrel
Rascals
Goblin Barrel Hog Rider
Valkyrie
Hog Rider Goblin Barrel Wizard P.E.K.K.A
Hog Rider
Arrows Valkyrie Rascals Wizard Goblin Barrel
Wizard
Valkyrie Hog Rider P.E.K.K.A
Goblin Barrel
Rascals Valkyrie Arrows Hog Rider P.E.K.K.A
P.E.K.K.A
Arrows Valkyrie Wizard Goblin Barrel
Electro Giant

Defense Synergies 0 5

Arrows
Valkyrie P.E.K.K.A
Rascals
Valkyrie
Arrows Wizard P.E.K.K.A
Hog Rider
Wizard
Valkyrie P.E.K.K.A
Goblin Barrel
P.E.K.K.A
Arrows 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 Rascals Valkyrie
P.E.K.K.A Rascals Valkyrie
P.E.K.K.A Rascals Valkyrie
Arrows Valkyrie P.E.K.K.A
Arrows Rascals Valkyrie
Arrows Rascals Wizard
Arrows Rascals Valkyrie P.E.K.K.A Electro Giant
P.E.K.K.A Rascals
Rascals Valkyrie
Valkyrie Arrows Rascals Wizard Electro Giant
Arrows Rascals Wizard
P.E.K.K.A Rascals Valkyrie Wizard
Valkyrie Wizard Arrows Rascals P.E.K.K.A
P.E.K.K.A Rascals
Rascals P.E.K.K.A Electro Giant
Wizard Arrows Rascals Valkyrie P.E.K.K.A
Arrows Rascals Valkyrie Wizard
Arrows Valkyrie Wizard Rascals
P.E.K.K.A
Rascals Valkyrie Wizard Arrows P.E.K.K.A Electro Giant

Counters to secondary win conditions

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

Rascals Valkyrie P.E.K.K.A Electro Giant
Arrows Valkyrie Wizard
P.E.K.K.A Rascals Valkyrie
Valkyrie P.E.K.K.A Rascals
P.E.K.K.A Rascals Valkyrie
Arrows Wizard Electro Giant Rascals
Rascals P.E.K.K.A Valkyrie
P.E.K.K.A Rascals Valkyrie
P.E.K.K.A Valkyrie
P.E.K.K.A
P.E.K.K.A Rascals Valkyrie
P.E.K.K.A Arrows Valkyrie Electro Giant
Rascals P.E.K.K.A Valkyrie Wizard
Wizard Rascals Valkyrie Electro Giant
Rascals Electro Giant Valkyrie P.E.K.K.A
Arrows Valkyrie Rascals Wizard P.E.K.K.A Electro Giant

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 Rascals Valkyrie
Arrows
Arrows
Arrows Rascals Valkyrie
Wizard Arrows Valkyrie
Arrows Wizard Electro Giant
Arrows Wizard
Arrows Wizard
Arrows Wizard
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
Arrows Wizard
Arrows
Rascals Valkyrie Wizard
Arrows Wizard
Arrows Electro Giant
P.E.K.K.A
Electro Giant Rascals
Electro Giant

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