My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Archers

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.

Bomber Archers Valkyrie Battle Ram 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

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.

Mini P.E.K.K.A 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.

Mini P.E.K.K.A Valkyrie Battle Ram 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.

Mini P.E.K.K.A 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
Bomber Archers Battle Ram Guards
Giant Snowball
Bomber Archers Battle Ram Guards
Zap
Bomber Archers Battle Ram Guards
Barbarian Barrel
Bomber Archers Valkyrie Battle Ram Guards
The Log
Bomber Archers Mini P.E.K.K.A Battle Ram Guards
Earthquake
Bomber Archers Guards
Arrows
Bomber Archers Guards
Royal Delivery
Bomber Archers Mini P.E.K.K.A Valkyrie Battle Ram Guards P.E.K.K.A
Fireball
Bomber Archers Battle Ram
Poison
Bomber Archers Guards
Lightning
Mini P.E.K.K.A Valkyrie Battle Ram
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows 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.

Arrows Mini P.E.K.K.A Valkyrie Battle Ram Guards P.E.K.K.A

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Archers Arrows Guards Mini P.E.K.K.A Valkyrie Battle Ram P.E.K.K.A

Shortest cycle

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

11 Bomber Archers Arrows Guards

Attack Synergies 2 14

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.

Bomber
Mini P.E.K.K.A Valkyrie Battle Ram P.E.K.K.A
Archers
Valkyrie Arrows Mini P.E.K.K.A Battle Ram P.E.K.K.A
Arrows
P.E.K.K.A Archers Mini P.E.K.K.A Battle Ram
Mini P.E.K.K.A
Bomber Archers Arrows Valkyrie
Valkyrie
Archers Bomber Mini P.E.K.K.A Battle Ram P.E.K.K.A
Battle Ram
Bomber Archers Arrows Valkyrie P.E.K.K.A
Guards
P.E.K.K.A
Arrows Bomber Archers Valkyrie Battle Ram

Defense Synergies 1 13

Bomber
Mini P.E.K.K.A Valkyrie Guards P.E.K.K.A
Archers
Valkyrie Mini P.E.K.K.A Guards P.E.K.K.A
Arrows
Mini P.E.K.K.A Valkyrie P.E.K.K.A
Mini P.E.K.K.A
Bomber Archers Arrows Valkyrie Guards
Valkyrie
Archers Bomber Arrows Mini P.E.K.K.A P.E.K.K.A
Battle Ram
Guards
Bomber Archers Mini P.E.K.K.A
P.E.K.K.A
Bomber Archers Arrows Valkyrie

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.

Bomber Valkyrie
Mini P.E.K.K.A P.E.K.K.A Valkyrie
Mini P.E.K.K.A P.E.K.K.A Bomber Archers Valkyrie
Mini P.E.K.K.A P.E.K.K.A Valkyrie Guards
Bomber Arrows Mini P.E.K.K.A Valkyrie P.E.K.K.A
Arrows Bomber Archers Valkyrie Guards
Archers Arrows
Arrows Valkyrie P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Guards Bomber Archers Mini P.E.K.K.A Valkyrie
Archers Valkyrie Guards Bomber Arrows
Arrows Archers
Mini P.E.K.K.A P.E.K.K.A Bomber Valkyrie Guards
Bomber Valkyrie Arrows Mini P.E.K.K.A Guards P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Bomber Arrows Mini P.E.K.K.A Valkyrie P.E.K.K.A
Arrows Valkyrie Bomber Archers Guards
Arrows Valkyrie Bomber Archers Guards
Mini P.E.K.K.A P.E.K.K.A
Bomber Valkyrie Archers Arrows Mini P.E.K.K.A Guards 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.

Mini P.E.K.K.A Valkyrie Guards Archers P.E.K.K.A
Bomber Archers Arrows Mini P.E.K.K.A Valkyrie
Guards P.E.K.K.A Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A Valkyrie Guards P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Valkyrie Guards
Arrows Archers
Mini P.E.K.K.A Guards P.E.K.K.A Archers Valkyrie
Mini P.E.K.K.A P.E.K.K.A Valkyrie
P.E.K.K.A Mini P.E.K.K.A Valkyrie
P.E.K.K.A Guards
P.E.K.K.A Mini P.E.K.K.A Valkyrie Guards
P.E.K.K.A Arrows Valkyrie Guards
Mini P.E.K.K.A P.E.K.K.A Valkyrie Guards
Bomber Archers Valkyrie
Guards Bomber Archers Mini P.E.K.K.A Valkyrie P.E.K.K.A
Arrows Valkyrie Bomber Archers Mini P.E.K.K.A P.E.K.K.A
Bomber 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
Arrows
Arrows
Arrows Valkyrie Guards
Bomber Arrows Valkyrie
Arrows
Bomber Archers Arrows
Arrows
Arrows
Mini P.E.K.K.A Guards
Arrows Valkyrie
Archers Arrows
Arrows
Arrows
Bomber Arrows
Arrows
Arrows
Bomber Mini P.E.K.K.A
Bomber Archers Arrows Mini P.E.K.K.A
Bomber Arrows Valkyrie
Arrows
Arrows
Arrows Bomber Valkyrie
Arrows
Arrows
Arrows
Archers Arrows
Guards
Mini P.E.K.K.A
Bomber Arrows
Arrows
P.E.K.K.A
Arrows
Archers Guards
Archers Arrows
Arrows
Mini P.E.K.K.A Valkyrie
Arrows Bomber
Arrows
P.E.K.K.A
Guards
P.E.K.K.A

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