My Best Clash Royale Deck

Deck Check Rating

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

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.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Archers Knight 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.

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.

Knight 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.

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
Skeletons Archers Battle Ram
Giant Snowball
Skeletons Archers Battle Ram
Zap
Skeletons Archers Battle Ram
Barbarian Barrel
Skeletons Archers Knight Valkyrie Battle Ram Bomb Tower
The Log
Skeletons Archers Battle Ram
Earthquake
Skeletons Archers Bomb Tower
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Knight Valkyrie Battle Ram P.E.K.K.A
Fireball
Archers Battle Ram Bomb Tower
Poison
Archers Bomb Tower
Lightning
Knight Valkyrie Battle Ram Bomb Tower
Rocket
Valkyrie Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Bomb Tower

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 Knight Valkyrie Battle Ram 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Archers Arrows Knight Valkyrie Battle Ram Bomb Tower P.E.K.K.A

Shortest cycle

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

10 Skeletons Archers Arrows Knight

Attack Synergies 4 8

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.

Skeletons
Archers
Knight Valkyrie Arrows Battle Ram P.E.K.K.A
Arrows
P.E.K.K.A Archers Knight Battle Ram
Knight
Archers Battle Ram Arrows
Valkyrie
Archers Battle Ram P.E.K.K.A
Battle Ram
Knight Archers Arrows Valkyrie P.E.K.K.A
Bomb Tower
P.E.K.K.A
Arrows Archers Valkyrie Battle Ram

Defense Synergies 3 12

Skeletons
Archers Knight Bomb Tower P.E.K.K.A
Archers
Knight Valkyrie Skeletons Bomb Tower P.E.K.K.A
Arrows
Knight Valkyrie Bomb Tower P.E.K.K.A
Knight
Archers Bomb Tower Skeletons Arrows
Valkyrie
Archers Arrows Bomb Tower P.E.K.K.A
Battle Ram
Bomb Tower
Knight Skeletons Archers Arrows Valkyrie
P.E.K.K.A
Skeletons 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.

Knight Valkyrie
Bomb Tower P.E.K.K.A Skeletons Knight Valkyrie
Bomb Tower P.E.K.K.A Skeletons Archers Knight Valkyrie
Bomb Tower P.E.K.K.A Skeletons Knight Valkyrie
Arrows Valkyrie Bomb Tower P.E.K.K.A
Arrows Skeletons Archers Valkyrie Bomb Tower
Archers Arrows Bomb Tower
Arrows Valkyrie Bomb Tower P.E.K.K.A
P.E.K.K.A Skeletons Bomb Tower
Knight Skeletons Archers Valkyrie
Archers Valkyrie Skeletons Arrows Knight Bomb Tower
Arrows Archers
Bomb Tower P.E.K.K.A Skeletons Knight Valkyrie
Valkyrie Bomb Tower Arrows P.E.K.K.A
P.E.K.K.A Knight Bomb Tower
Bomb Tower P.E.K.K.A
Bomb Tower Skeletons Arrows Knight Valkyrie P.E.K.K.A
Arrows Valkyrie Bomb Tower Archers Knight
Arrows Valkyrie Bomb Tower Archers Knight
P.E.K.K.A Bomb Tower
Valkyrie Archers Arrows Knight Bomb Tower P.E.K.K.A
P.E.K.K.A Bomb Tower

Counters to secondary win conditions

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

Knight Valkyrie Skeletons Archers P.E.K.K.A
Archers Arrows Knight Valkyrie Bomb Tower
P.E.K.K.A Skeletons Knight Valkyrie Bomb Tower
Valkyrie P.E.K.K.A Knight
P.E.K.K.A Skeletons Knight Valkyrie
Arrows Skeletons Archers Bomb Tower
P.E.K.K.A Skeletons Archers Knight Valkyrie Bomb Tower
P.E.K.K.A Knight Valkyrie Bomb Tower
P.E.K.K.A Skeletons Knight Valkyrie Bomb Tower
P.E.K.K.A Skeletons
P.E.K.K.A Knight Valkyrie Bomb Tower
P.E.K.K.A Arrows Valkyrie
P.E.K.K.A Skeletons Knight Valkyrie Bomb Tower
Archers Valkyrie Bomb Tower
Skeletons Archers Knight Valkyrie Bomb Tower P.E.K.K.A
Arrows Valkyrie Archers Bomb Tower P.E.K.K.A
Arrows Bomb Tower

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 Knight Valkyrie
Arrows
Arrows
Arrows Knight Valkyrie
Arrows Valkyrie
Arrows
Archers Arrows
Arrows
Arrows
Arrows Knight Valkyrie
Archers Arrows
Knight
Arrows
Arrows
Arrows
Arrows
Arrows
Archers Arrows
Arrows Valkyrie
Arrows
Arrows
Arrows Valkyrie
Arrows
Arrows
Arrows
Archers Arrows
Arrows
Arrows
P.E.K.K.A
Arrows
Archers
Archers Arrows
Arrows
Knight Valkyrie
Arrows
Arrows
P.E.K.K.A
P.E.K.K.A

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