My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats 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.

Bats Elixir Golem Valkyrie Wizard P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Tornado

Punishments

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

Elixir Golem Mega Knight

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.

Elixir Golem Valkyrie P.E.K.K.A Mega Knight

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
Bats Elixir Golem
Giant Snowball
Bats
Zap
Bats
Barbarian Barrel
Elixir Golem Valkyrie Wizard
The Log
Elixir Golem
Earthquake
Elixir Golem
Arrows
Bats
Royal Delivery
Bats Elixir Golem Valkyrie Wizard P.E.K.K.A
Fireball
Elixir Golem Wizard
Poison
Bats Elixir Golem Wizard
Lightning
Valkyrie Wizard
Rocket
Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Tornado Mega Knight

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.

Bats Arrows Elixir Golem Valkyrie Tornado P.E.K.K.A Mega Knight

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Elixir Golem Tornado Valkyrie Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

11 Bats Arrows Elixir Golem Tornado

Attack Synergies 5 12

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.

Bats
Valkyrie Mega Knight Elixir Golem P.E.K.K.A
Arrows
P.E.K.K.A Elixir Golem Mega Knight
Elixir Golem
Bats Arrows Wizard Tornado
Valkyrie
Bats Wizard Tornado P.E.K.K.A
Wizard
Tornado Elixir Golem Valkyrie P.E.K.K.A Mega Knight
Tornado
Wizard P.E.K.K.A Elixir Golem Valkyrie Mega Knight
P.E.K.K.A
Arrows Tornado Bats Valkyrie Wizard
Mega Knight
Bats Arrows Wizard Tornado

Defense Synergies 3 12

Bats
Valkyrie P.E.K.K.A Mega Knight
Arrows
Mega Knight Valkyrie Tornado P.E.K.K.A
Elixir Golem
Valkyrie
Bats Arrows Wizard Tornado P.E.K.K.A
Wizard
Tornado Valkyrie P.E.K.K.A Mega Knight
Tornado
Wizard P.E.K.K.A Arrows Valkyrie Mega Knight
P.E.K.K.A
Tornado Bats Arrows Valkyrie Wizard
Mega Knight
Arrows Bats Wizard Tornado

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 Bats Valkyrie Mega Knight
Tornado P.E.K.K.A Mega Knight Bats Valkyrie
P.E.K.K.A Bats Valkyrie Mega Knight
Arrows Valkyrie Tornado P.E.K.K.A Mega Knight
Arrows Tornado Bats Valkyrie Mega Knight
Bats Tornado Arrows Wizard
Arrows Valkyrie P.E.K.K.A Mega Knight
P.E.K.K.A Tornado
Tornado Valkyrie Mega Knight
Bats Valkyrie Arrows Wizard Tornado Mega Knight
Arrows Bats Wizard Tornado
P.E.K.K.A Mega Knight Bats Valkyrie Wizard
Valkyrie Wizard Mega Knight Bats Arrows Tornado P.E.K.K.A
P.E.K.K.A Mega Knight
Tornado P.E.K.K.A Mega Knight
Wizard Mega Knight Bats Arrows Valkyrie Tornado P.E.K.K.A
Arrows Valkyrie Mega Knight Bats Wizard Tornado
Arrows Valkyrie Wizard Tornado Bats Mega Knight
P.E.K.K.A Tornado
Valkyrie Wizard Mega Knight Bats Arrows 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 Mega Knight P.E.K.K.A
Arrows Valkyrie Wizard Mega Knight
P.E.K.K.A Mega Knight Bats Valkyrie
Valkyrie P.E.K.K.A Mega Knight Bats Tornado
P.E.K.K.A Valkyrie Mega Knight
Arrows Wizard Bats Tornado
P.E.K.K.A Bats Valkyrie
P.E.K.K.A Mega Knight Valkyrie
P.E.K.K.A Mega Knight Bats Valkyrie Tornado
P.E.K.K.A
P.E.K.K.A Mega Knight Bats Valkyrie
P.E.K.K.A Mega Knight Arrows Valkyrie Tornado
P.E.K.K.A Mega Knight Valkyrie Wizard
Wizard Valkyrie Mega Knight
Bats Valkyrie Tornado P.E.K.K.A
Bats Arrows Valkyrie Mega Knight Wizard 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
Arrows Tornado
Arrows
Arrows Valkyrie
Wizard Arrows Valkyrie Mega Knight
Arrows Wizard Bats Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Bats Tornado
Arrows Valkyrie Wizard Tornado
Arrows Wizard Tornado
Arrows
Arrows
Arrows Wizard
Arrows Wizard Mega Knight
Arrows Tornado
Bats
Arrows Wizard Mega Knight
Arrows Valkyrie Wizard Tornado Mega Knight
Mega Knight
Arrows Wizard Tornado
Tornado
Arrows
Arrows Tornado Valkyrie Wizard Mega Knight
Arrows Wizard Tornado
Arrows Wizard Tornado Mega Knight
Arrows Tornado
Bats Arrows Wizard Tornado
Bats Wizard
Arrows Wizard Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Bats
Arrows Wizard Tornado
Arrows
Valkyrie Wizard Mega Knight
Arrows Wizard
Arrows Tornado
P.E.K.K.A Mega Knight
Bats Tornado
Bats Tornado
Tornado Mega Knight
P.E.K.K.A
Wizard Mega Knight

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