My Best Clash Royale Deck

Deck Check Rating

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

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!
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.

Wizard Electro Dragon

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 Battle Ram Wizard Rune Giant Electro Dragon P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Rune Giant

Damage spells

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

Arrows Freeze

Punishments

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

Battle Ram

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 Battle Ram Rune Giant 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 Electro Dragon

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
Giant Snowball
Battle Ram Electro Dragon
Zap
Battle Ram
Barbarian Barrel
Valkyrie Battle Ram Wizard
The Log
Battle Ram
Earthquake
Arrows
Royal Delivery
Valkyrie Battle Ram Wizard Electro Dragon P.E.K.K.A
Fireball
Battle Ram Wizard Electro Dragon
Poison
Wizard Electro Dragon
Lightning
Valkyrie Battle Ram Wizard Electro Dragon
Rocket
Valkyrie Wizard Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Freeze Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Freeze Electro Dragon

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 Ram Freeze Rune Giant 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Valkyrie Battle Ram Freeze Rune Giant Wizard Electro Dragon P.E.K.K.A

Shortest cycle

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

15 Arrows Valkyrie Battle Ram Freeze

Attack Synergies 1 10

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 Ram Freeze
Valkyrie
Battle Ram Wizard Electro Dragon P.E.K.K.A
Battle Ram
Arrows Valkyrie Freeze P.E.K.K.A
Wizard
Valkyrie P.E.K.K.A
Freeze
Arrows Battle Ram
Rune Giant
Electro Dragon
Valkyrie P.E.K.K.A
P.E.K.K.A
Arrows Valkyrie Battle Ram Wizard Electro Dragon

Defense Synergies 0 8

Arrows
Valkyrie P.E.K.K.A
Valkyrie
Arrows Wizard Freeze Electro Dragon P.E.K.K.A
Battle Ram
Wizard
Valkyrie Freeze P.E.K.K.A
Freeze
Valkyrie Wizard
Rune Giant
Electro Dragon
Valkyrie
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.

Valkyrie Wizard Electro Dragon
P.E.K.K.A Valkyrie Electro Dragon
P.E.K.K.A Valkyrie Freeze Electro Dragon
P.E.K.K.A Valkyrie Electro Dragon
Arrows Valkyrie P.E.K.K.A
Arrows Freeze Valkyrie Electro Dragon
Arrows Wizard Freeze Electro Dragon
Arrows Valkyrie Electro Dragon P.E.K.K.A
P.E.K.K.A
Valkyrie
Valkyrie Arrows Wizard Freeze Electro Dragon
Arrows Wizard Electro Dragon
P.E.K.K.A Valkyrie Wizard Freeze Electro Dragon
Valkyrie Wizard Arrows Freeze Electro Dragon P.E.K.K.A
P.E.K.K.A
Freeze P.E.K.K.A
Wizard Arrows Valkyrie Electro Dragon P.E.K.K.A
Arrows Valkyrie Wizard Electro Dragon
Arrows Valkyrie Wizard Freeze Electro Dragon
P.E.K.K.A
Valkyrie Wizard Arrows Electro Dragon 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 P.E.K.K.A
Arrows Valkyrie Wizard Electro Dragon
P.E.K.K.A Valkyrie Electro Dragon
Valkyrie P.E.K.K.A
P.E.K.K.A Valkyrie
Arrows Wizard Freeze Electro Dragon
P.E.K.K.A Valkyrie
P.E.K.K.A Valkyrie
Freeze Electro Dragon P.E.K.K.A Valkyrie
P.E.K.K.A
P.E.K.K.A Valkyrie Electro Dragon
P.E.K.K.A Arrows Valkyrie
P.E.K.K.A Valkyrie Wizard
Wizard Valkyrie Electro Dragon
Electro Dragon Valkyrie Freeze P.E.K.K.A
Arrows Valkyrie Wizard Freeze Electro Dragon 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 Freeze Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Valkyrie Freeze
Wizard Arrows Valkyrie
Arrows Wizard Freeze Electro Dragon
Arrows Wizard
Arrows Wizard Freeze Electro Dragon
Arrows Wizard Electro Dragon
Electro Dragon
Arrows Valkyrie Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Freeze Electro Dragon
Arrows
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Freeze
Arrows Wizard Electro Dragon
Arrows Valkyrie Wizard Electro Dragon
Arrows Wizard
Arrows Electro Dragon
Arrows Freeze Valkyrie Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Arrows Wizard Electro Dragon
Electro Dragon Wizard Freeze
Arrows Wizard Electro Dragon
Arrows Freeze Electro Dragon
P.E.K.K.A
Arrows Wizard
Freeze Electro Dragon
Arrows Wizard Electro Dragon
Freeze
Arrows
Valkyrie Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Electro Dragon P.E.K.K.A
Electro Dragon Freeze
Electro Dragon
Electro Dragon Freeze
P.E.K.K.A
Wizard Electro Dragon

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