My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats 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.

Skeletons Bats Valkyrie Battle Ram P.E.K.K.A Electro Wizard

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.

Fire Spirit 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 Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Valkyrie

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Bats Arrows Valkyrie Battle Ram 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.

Fire Spirit 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Bats Arrows Valkyrie Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

7 Skeletons Fire Spirit Bats Arrows

Attack Synergies 5 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.

Skeletons
Fire Spirit
Valkyrie P.E.K.K.A Battle Ram
Bats
Valkyrie Battle Ram P.E.K.K.A
Arrows
P.E.K.K.A Battle Ram
Valkyrie
Fire Spirit Bats Battle Ram P.E.K.K.A Electro Wizard
Battle Ram
Fire Spirit Bats Arrows Valkyrie P.E.K.K.A Electro Wizard
P.E.K.K.A
Fire Spirit Arrows Electro Wizard Bats Valkyrie Battle Ram
Electro Wizard
P.E.K.K.A Valkyrie Battle Ram

Defense Synergies 0 15

Skeletons
Fire Spirit Bats P.E.K.K.A Electro Wizard
Fire Spirit
Skeletons Valkyrie P.E.K.K.A Electro Wizard
Bats
Skeletons Valkyrie P.E.K.K.A Electro Wizard
Arrows
Valkyrie P.E.K.K.A
Valkyrie
Fire Spirit Bats Arrows P.E.K.K.A Electro Wizard
Battle Ram
P.E.K.K.A
Skeletons Fire Spirit Bats Arrows Valkyrie Electro Wizard
Electro Wizard
Skeletons Fire Spirit Bats Valkyrie P.E.K.K.A

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 Electro Wizard
P.E.K.K.A Skeletons Bats Valkyrie Electro Wizard
P.E.K.K.A Skeletons Fire Spirit Bats Valkyrie Electro Wizard
P.E.K.K.A Skeletons Bats Valkyrie Electro Wizard
Arrows Valkyrie P.E.K.K.A
Arrows Skeletons Fire Spirit Bats Valkyrie Electro Wizard
Bats Electro Wizard Fire Spirit Arrows
Arrows Valkyrie P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons
Skeletons Fire Spirit Valkyrie Electro Wizard
Bats Valkyrie Electro Wizard Skeletons Arrows
Arrows Bats Electro Wizard
P.E.K.K.A Skeletons Fire Spirit Bats Valkyrie Electro Wizard
Fire Spirit Valkyrie Bats Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Skeletons Bats Arrows Valkyrie P.E.K.K.A Electro Wizard
Fire Spirit Arrows Valkyrie Bats Electro Wizard
Arrows Valkyrie Fire Spirit Bats Electro Wizard
P.E.K.K.A Electro Wizard
Valkyrie Fire Spirit Bats Arrows 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 Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Arrows Valkyrie
P.E.K.K.A Skeletons Bats Valkyrie Electro Wizard
Valkyrie P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Skeletons Valkyrie
Fire Spirit Arrows Skeletons Bats Electro Wizard
P.E.K.K.A Skeletons Bats Valkyrie Electro Wizard
P.E.K.K.A Valkyrie
P.E.K.K.A Electro Wizard Skeletons Bats Valkyrie
P.E.K.K.A Skeletons
P.E.K.K.A Bats Valkyrie
P.E.K.K.A Arrows Valkyrie Electro Wizard
P.E.K.K.A Skeletons Valkyrie
Valkyrie
Electro Wizard Skeletons Bats Valkyrie P.E.K.K.A
Bats Arrows Valkyrie 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 Valkyrie
Arrows Electro Wizard
Arrows
Arrows Valkyrie
Fire Spirit Arrows Valkyrie
Arrows Fire Spirit Bats
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Bats Electro Wizard
Arrows Valkyrie Electro Wizard
Fire Spirit Arrows
Fire Spirit
Arrows
Arrows
Arrows
Arrows
Arrows
Bats
Fire Spirit Arrows Electro Wizard
Fire Spirit Arrows Valkyrie
Arrows
Arrows
Arrows Fire Spirit Valkyrie
Arrows Electro Wizard
Arrows
Arrows
Fire Spirit Bats Arrows Electro Wizard
Electro Wizard Bats
Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Fire Spirit Bats
Fire Spirit Arrows Electro Wizard
Arrows
Valkyrie Electro Wizard
Arrows
Arrows
P.E.K.K.A
Bats Electro Wizard
Bats Electro Wizard
Electro Wizard
P.E.K.K.A

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