My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Bats Firecracker Electro 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 Firecracker Valkyrie P.E.K.K.A Electro Wizard Monk

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Rage

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 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.

Firecracker Valkyrie Electro Wizard Monk

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Valkyrie

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 Valkyrie Rage 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.

Electro 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.

Bats Rage Arrows Firecracker Valkyrie Electro Wizard Monk P.E.K.K.A

Shortest cycle

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

10 Bats Rage Arrows Firecracker

Attack Synergies 3 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.

Bats
Valkyrie Firecracker Rage P.E.K.K.A
Arrows
P.E.K.K.A
Firecracker
Bats Valkyrie P.E.K.K.A Monk
Valkyrie
Bats Firecracker P.E.K.K.A Electro Wizard
Rage
Bats Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Bats Firecracker Valkyrie
Electro Wizard
P.E.K.K.A Valkyrie Rage
Monk
Firecracker

Defense Synergies 1 12

Bats
Firecracker Valkyrie P.E.K.K.A Electro Wizard
Arrows
Valkyrie P.E.K.K.A Monk
Firecracker
Valkyrie Bats P.E.K.K.A Electro Wizard
Valkyrie
Firecracker Bats Arrows P.E.K.K.A Electro Wizard
Rage
P.E.K.K.A
Bats Arrows Firecracker Valkyrie Electro Wizard
Electro Wizard
Bats Firecracker Valkyrie P.E.K.K.A
Monk
Arrows

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.

Firecracker Valkyrie Electro Wizard
P.E.K.K.A Bats Firecracker Valkyrie Electro Wizard Monk
P.E.K.K.A Bats Valkyrie Electro Wizard
P.E.K.K.A Bats Firecracker Valkyrie Electro Wizard Monk
Arrows Firecracker Valkyrie P.E.K.K.A Monk
Arrows Bats Firecracker Valkyrie Electro Wizard
Bats Electro Wizard Arrows Firecracker
Arrows Valkyrie P.E.K.K.A Electro Wizard Monk
P.E.K.K.A
Firecracker Valkyrie Electro Wizard
Bats Valkyrie Electro Wizard Arrows Firecracker
Arrows Bats Firecracker Electro Wizard
P.E.K.K.A Bats Valkyrie Electro Wizard
Valkyrie Bats Arrows Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Monk P.E.K.K.A Electro Wizard
Bats Arrows Firecracker Valkyrie P.E.K.K.A Electro Wizard
Arrows Valkyrie Bats Firecracker Electro Wizard
Arrows Valkyrie Bats Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Valkyrie Bats Arrows Firecracker P.E.K.K.A Electro Wizard
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 Electro Wizard
Electro Wizard Arrows Firecracker Valkyrie Monk
P.E.K.K.A Bats Valkyrie Electro Wizard
Valkyrie P.E.K.K.A Bats Electro Wizard Monk
P.E.K.K.A Valkyrie
Arrows Firecracker Bats Electro Wizard Monk
P.E.K.K.A Bats Valkyrie Electro Wizard
P.E.K.K.A Valkyrie
P.E.K.K.A Electro Wizard Bats Firecracker Valkyrie Monk
P.E.K.K.A
P.E.K.K.A Bats Valkyrie
P.E.K.K.A Monk Arrows Valkyrie Electro Wizard
P.E.K.K.A Valkyrie
Firecracker Valkyrie
Electro Wizard Bats Firecracker Valkyrie P.E.K.K.A Monk
Bats Arrows Valkyrie Firecracker P.E.K.K.A Electro Wizard
Arrows Electro Wizard

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 Firecracker Valkyrie Monk
Arrows Firecracker Monk Electro Wizard
Arrows
Arrows Firecracker Valkyrie
Arrows Firecracker Valkyrie
Arrows Firecracker Bats Monk
Arrows Firecracker
Arrows Firecracker
Arrows Monk Firecracker
Bats Electro Wizard
Firecracker Monk Arrows Valkyrie Electro Wizard
Monk Arrows Firecracker
Firecracker
Arrows Firecracker Monk
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Monk Arrows
Bats
Arrows Firecracker Electro Wizard Monk
Arrows Firecracker Valkyrie Monk
Monk
Arrows
Monk
Arrows Monk
Arrows Firecracker Valkyrie
Arrows Firecracker Electro Wizard Monk
Arrows Monk
Arrows Firecracker
Bats Arrows Firecracker Electro Wizard
Electro Wizard Bats Firecracker
Arrows
Arrows Firecracker Electro Wizard Monk
P.E.K.K.A
Arrows Firecracker Monk
Electro Wizard Bats
Arrows Firecracker Electro Wizard Monk
Arrows
Firecracker Valkyrie Electro Wizard
Arrows Firecracker
Monk Arrows
Firecracker P.E.K.K.A
Bats Firecracker Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Electro Wizard Monk
P.E.K.K.A
Firecracker Monk

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