My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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 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.

Witch

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 Witch Balloon Prince P.E.K.K.A

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows The Log

Punishments

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

Balloon 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.

Valkyrie Balloon Prince 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 Balloon

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
Guards Balloon Prince
Giant Snowball
Guards Witch Balloon
Zap
Guards Witch Balloon Prince
Barbarian Barrel
Valkyrie Guards Witch
The Log
Guards Witch Prince
Earthquake
Guards Witch
Arrows
Guards Witch
Royal Delivery
Valkyrie Guards Witch Balloon Prince P.E.K.K.A
Fireball
Witch Balloon
Poison
Guards Witch Balloon
Lightning
Valkyrie Witch Balloon Prince
Rocket
Valkyrie Witch Balloon Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie The Log

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 Guards Prince P.E.K.K.A

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.

Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Guards Valkyrie Witch Balloon Prince P.E.K.K.A

Shortest cycle

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

12 The Log Arrows Guards Valkyrie

Attack Synergies 4 9

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
Balloon P.E.K.K.A Prince
Valkyrie
Balloon Prince Witch P.E.K.K.A
Guards
The Log
Witch
Valkyrie Prince P.E.K.K.A
Balloon
Arrows Valkyrie The Log
Prince
Valkyrie Arrows Witch The Log
P.E.K.K.A
Arrows Valkyrie Witch The Log
The Log
Guards Balloon Prince P.E.K.K.A

Defense Synergies 2 12

Arrows
Valkyrie Prince P.E.K.K.A
Valkyrie
Arrows Witch Prince P.E.K.K.A The Log
Guards
Witch Prince The Log
Witch
Valkyrie Guards Prince The Log
Balloon
Prince
The Log Arrows Valkyrie Guards Witch
P.E.K.K.A
The Log Arrows Valkyrie
The Log
Prince P.E.K.K.A Valkyrie Guards Witch

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 The Log
P.E.K.K.A Valkyrie Witch Prince The Log
Witch Prince P.E.K.K.A Valkyrie
Witch Prince P.E.K.K.A Valkyrie Guards
Arrows Valkyrie Prince P.E.K.K.A The Log
Arrows The Log Valkyrie Guards
Arrows Witch
Arrows Valkyrie P.E.K.K.A The Log
Witch P.E.K.K.A Prince
Guards Valkyrie Prince
Valkyrie Guards Witch Arrows The Log
Arrows Witch
Prince P.E.K.K.A Valkyrie Guards Witch The Log
Valkyrie Arrows Guards Witch Prince P.E.K.K.A The Log
P.E.K.K.A Prince
Prince P.E.K.K.A The Log
Arrows Valkyrie Witch Prince P.E.K.K.A
Arrows Valkyrie Guards Witch Prince The Log
Arrows Valkyrie Witch The Log Guards
P.E.K.K.A Prince
Valkyrie Arrows Guards Witch Prince P.E.K.K.A The Log

Counters to secondary win conditions

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

Valkyrie Guards Witch Prince P.E.K.K.A
Arrows Valkyrie Prince The Log
Guards P.E.K.K.A Valkyrie Witch Prince The Log
Valkyrie Guards Prince P.E.K.K.A The Log
P.E.K.K.A Valkyrie Guards Witch Prince
Arrows Witch
Guards Prince P.E.K.K.A Valkyrie Witch
P.E.K.K.A Valkyrie Prince
P.E.K.K.A Valkyrie Witch Prince The Log
Witch P.E.K.K.A Guards
P.E.K.K.A Valkyrie Guards Witch Prince
P.E.K.K.A Arrows Valkyrie Guards Prince The Log
Prince P.E.K.K.A Valkyrie Guards Witch
Valkyrie Witch
Guards Witch Valkyrie Prince P.E.K.K.A The Log
Arrows Valkyrie Witch P.E.K.K.A The Log
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 Guards The Log
Arrows The Log
Arrows The Log
Arrows Valkyrie Guards Prince The Log
Arrows Valkyrie The Log
Arrows Witch
Arrows Witch The Log
Arrows The Log
Arrows The Log
Guards Prince
Arrows Valkyrie Prince The Log
Arrows
The Log
Arrows
Arrows Prince The Log
Arrows Witch The Log
Arrows The Log
Arrows
Arrows Prince The Log
Arrows Valkyrie Witch The Log
Prince The Log
Arrows
Prince The Log
Arrows The Log
Arrows The Log Valkyrie Witch
Witch
Arrows The Log Witch
Arrows Witch Prince The Log
Arrows The Log
Arrows Witch
Guards Witch
Arrows The Log
Arrows
P.E.K.K.A Prince
Arrows The Log
Guards Witch Prince
Arrows Witch
Arrows The Log
Valkyrie Prince
Arrows The Log
Arrows
Prince P.E.K.K.A
Guards Witch The Log
Witch
Witch Prince The Log
Prince P.E.K.K.A

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