My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Magic Archer

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 Valkyrie Battle Ram P.E.K.K.A Electro Wizard Magic Archer

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.

Zap 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.

Valkyrie Battle Ram P.E.K.K.A Magic Archer

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 Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Valkyrie Magic Archer

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 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Arrows Valkyrie Battle Ram Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

10 Skeletons Zap Arrows Valkyrie

Attack Synergies 8 10

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
Zap
Arrows Battle Ram P.E.K.K.A Electro Wizard Valkyrie Magic Archer
Arrows
Zap P.E.K.K.A Battle Ram
Valkyrie
Zap Battle Ram P.E.K.K.A Electro Wizard Magic Archer
Battle Ram
Zap Magic Archer Arrows Valkyrie P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Magic Archer Valkyrie Battle Ram
Electro Wizard
Zap P.E.K.K.A Valkyrie Battle Ram Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap Valkyrie Electro Wizard

Defense Synergies 1 15

Skeletons
Zap P.E.K.K.A Electro Wizard Magic Archer
Zap
Electro Wizard Skeletons Arrows Valkyrie P.E.K.K.A Magic Archer
Arrows
Zap Valkyrie P.E.K.K.A
Valkyrie
Zap Arrows P.E.K.K.A Electro Wizard Magic Archer
Battle Ram
P.E.K.K.A
Skeletons Zap Arrows Valkyrie Electro Wizard
Electro Wizard
Zap Skeletons Valkyrie P.E.K.K.A Magic Archer
Magic Archer
Skeletons Zap Valkyrie Electro Wizard

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.

Zap Valkyrie Electro Wizard Magic Archer
P.E.K.K.A Skeletons Zap Valkyrie Electro Wizard
P.E.K.K.A Skeletons Valkyrie Electro Wizard
P.E.K.K.A Skeletons Valkyrie Electro Wizard
Arrows Valkyrie P.E.K.K.A
Arrows Skeletons Zap Valkyrie Electro Wizard Magic Archer
Electro Wizard Zap Arrows Magic Archer
Zap Arrows Valkyrie P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Skeletons
Skeletons Valkyrie Electro Wizard
Valkyrie Electro Wizard Skeletons Zap Arrows Magic Archer
Arrows Zap Electro Wizard Magic Archer
P.E.K.K.A Skeletons Zap Valkyrie Electro Wizard
Valkyrie Zap Arrows P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Skeletons Arrows Valkyrie P.E.K.K.A Electro Wizard
Arrows Valkyrie Zap Electro Wizard Magic Archer
Zap Arrows Valkyrie Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Valkyrie 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 Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Valkyrie Magic Archer
P.E.K.K.A Skeletons Zap Valkyrie Electro Wizard
Valkyrie P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Skeletons Valkyrie
Arrows Skeletons Zap Electro Wizard Magic Archer
P.E.K.K.A Skeletons Valkyrie Electro Wizard
P.E.K.K.A Valkyrie
Zap P.E.K.K.A Electro Wizard Skeletons Valkyrie Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A Valkyrie
P.E.K.K.A Zap Arrows Valkyrie Electro Wizard
P.E.K.K.A Skeletons Valkyrie
Valkyrie Magic Archer
Electro Wizard Skeletons Zap Valkyrie P.E.K.K.A Magic Archer
Arrows Valkyrie Zap P.E.K.K.A Electro Wizard Magic Archer
Zap 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.)

Magic Archer Arrows Valkyrie
Arrows Zap Electro Wizard Magic Archer
Arrows Magic Archer
Arrows Valkyrie
Zap Arrows Valkyrie Magic Archer
Arrows Zap Magic Archer
Arrows Magic Archer
Arrows Zap Magic Archer
Arrows Zap
Electro Wizard
Zap Arrows Valkyrie Electro Wizard Magic Archer
Zap Arrows Magic Archer
Magic Archer
Arrows Magic Archer
Zap Arrows Magic Archer
Zap Arrows Magic Archer
Magic Archer Arrows
Arrows
Zap Arrows Electro Wizard Magic Archer
Zap Arrows Valkyrie Magic Archer
Magic Archer
Arrows
Zap Arrows
Zap Arrows Valkyrie Magic Archer
Arrows Zap Electro Wizard Magic Archer
Zap Arrows Magic Archer
Zap Arrows Magic Archer
Zap Arrows Electro Wizard Magic Archer
Zap Electro Wizard
Zap Arrows Magic Archer
Zap Arrows Electro Wizard Magic Archer
P.E.K.K.A
Arrows Magic Archer
Zap Electro Wizard Magic Archer
Zap Arrows Electro Wizard Magic Archer
Arrows
Valkyrie Electro Wizard Magic Archer
Arrows Zap Magic Archer
Zap Arrows
P.E.K.K.A
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A

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