My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Witch

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.

Valkyrie Witch P.E.K.K.A Goblinstein

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.

Zap Arrows Tornado

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang

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.

Goblin Gang 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.

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
Goblin Gang
Giant Snowball
Goblin Gang Witch
Zap
Goblin Gang Witch
Barbarian Barrel
Goblin Gang Valkyrie Witch
The Log
Goblin Gang Witch
Earthquake
Goblin Gang Witch
Arrows
Goblin Gang Witch
Royal Delivery
Goblin Gang Valkyrie Witch P.E.K.K.A
Fireball
Goblin Gang Witch
Poison
Goblin Gang Witch
Lightning
Valkyrie Witch Goblinstein
Rocket
Valkyrie Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Valkyrie Tornado

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 Tornado 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.

Goblin Gang Witch

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Goblin Gang Tornado Valkyrie Witch Goblinstein P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Goblin Gang Tornado

Attack Synergies 7 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.

Zap
Arrows Tornado P.E.K.K.A Valkyrie Witch
Arrows
Zap P.E.K.K.A
Goblin Gang
Valkyrie P.E.K.K.A
Valkyrie
Zap Goblin Gang Tornado Witch P.E.K.K.A
Tornado
Zap P.E.K.K.A Goblinstein Valkyrie Witch
Witch
Zap Valkyrie Tornado P.E.K.K.A
P.E.K.K.A
Zap Arrows Tornado Goblinstein Goblin Gang Valkyrie Witch
Goblinstein
Tornado P.E.K.K.A

Defense Synergies 2 16

Zap
Arrows Goblin Gang Valkyrie Tornado Witch P.E.K.K.A
Arrows
Zap Valkyrie Tornado P.E.K.K.A
Goblin Gang
Zap Valkyrie P.E.K.K.A
Valkyrie
Zap Arrows Goblin Gang Tornado Witch P.E.K.K.A
Tornado
P.E.K.K.A Zap Arrows Valkyrie Witch Goblinstein
Witch
Zap Valkyrie Tornado
P.E.K.K.A
Tornado Goblinstein Zap Arrows Goblin Gang Valkyrie
Goblinstein
P.E.K.K.A Tornado

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
P.E.K.K.A Zap Goblin Gang Valkyrie Witch
Goblin Gang Tornado Witch P.E.K.K.A Valkyrie
Witch P.E.K.K.A Goblin Gang Valkyrie
Arrows Valkyrie Tornado P.E.K.K.A
Arrows Goblin Gang Tornado Zap Valkyrie
Tornado Zap Arrows Goblin Gang Witch
Zap Arrows Valkyrie P.E.K.K.A
Witch P.E.K.K.A Goblin Gang Tornado
Goblin Gang Tornado Valkyrie
Goblin Gang Valkyrie Witch Zap Arrows Tornado
Arrows Zap Goblin Gang Tornado Witch
P.E.K.K.A Zap Goblin Gang Valkyrie Witch
Valkyrie Zap Arrows Goblin Gang Tornado Witch P.E.K.K.A
P.E.K.K.A Goblin Gang
Tornado Zap Goblin Gang P.E.K.K.A Goblinstein
Arrows Goblin Gang Valkyrie Tornado Witch P.E.K.K.A
Arrows Valkyrie Zap Goblin Gang Tornado Witch
Zap Arrows Valkyrie Tornado Witch
P.E.K.K.A Tornado
Goblin Gang Valkyrie Arrows Witch 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.

Goblin Gang Valkyrie Zap Witch P.E.K.K.A
Zap Arrows Goblin Gang Valkyrie
Goblin Gang P.E.K.K.A Zap Valkyrie Witch
Goblin Gang Valkyrie P.E.K.K.A Zap Tornado
P.E.K.K.A Goblin Gang Valkyrie Witch
Arrows Goblinstein Zap Goblin Gang Tornado Witch
Goblin Gang P.E.K.K.A Valkyrie Witch
P.E.K.K.A Valkyrie
Zap P.E.K.K.A Goblinstein Valkyrie Tornado Witch
Witch P.E.K.K.A Goblin Gang
P.E.K.K.A Valkyrie Witch
P.E.K.K.A Zap Arrows Valkyrie Tornado
P.E.K.K.A Goblin Gang Valkyrie Witch
Valkyrie Witch
Goblin Gang Witch Zap Valkyrie Tornado P.E.K.K.A Goblinstein
Arrows Valkyrie Zap Witch P.E.K.K.A
Zap 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
Arrows Zap Tornado
Arrows
Arrows Valkyrie
Zap Arrows Valkyrie Goblinstein
Arrows Goblinstein Zap Tornado Witch
Arrows Tornado Witch
Arrows Zap Tornado
Arrows Zap Tornado
Goblin Gang Tornado
Zap Arrows Valkyrie Tornado
Zap Arrows Tornado
Arrows
Zap Arrows
Zap Arrows Witch
Arrows
Arrows Tornado
Zap Arrows
Zap Arrows Valkyrie Tornado Witch
Arrows Tornado
Tornado
Zap Arrows
Zap Arrows Tornado Valkyrie Witch Goblinstein
Witch
Arrows Zap Tornado Witch
Zap Arrows Tornado Witch
Zap Arrows Tornado
Zap Arrows Tornado Witch
Zap Witch Goblinstein
Zap Arrows
Zap Arrows
P.E.K.K.A
Arrows
Zap Goblin Gang Witch Goblinstein
Zap Arrows Tornado Witch
Arrows
Goblin Gang Valkyrie
Arrows Zap
Zap Arrows Tornado
P.E.K.K.A
Zap Goblin Gang Tornado Witch
Zap Tornado Witch
Zap Tornado Witch
P.E.K.K.A

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