My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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.

Valkyrie Balloon 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.

Balloon

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Rage

Punishments

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

Goblin Gang Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Valkyrie Rage 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Goblin Gang Valkyrie Electro Wizard Magic Archer Balloon P.E.K.K.A

Shortest cycle

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

11 Zap Rage Goblin Gang Valkyrie

Attack Synergies 7 12

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
Balloon P.E.K.K.A Electro Wizard Valkyrie Magic Archer
Goblin Gang
Valkyrie Balloon P.E.K.K.A
Valkyrie
Balloon Zap Goblin Gang P.E.K.K.A Electro Wizard Magic Archer
Rage
Balloon Electro Wizard
Balloon
Zap Valkyrie Rage Goblin Gang Electro Wizard Magic Archer
P.E.K.K.A
Zap Electro Wizard Magic Archer Goblin Gang Valkyrie
Electro Wizard
Zap P.E.K.K.A Valkyrie Rage Balloon Magic Archer
Magic Archer
P.E.K.K.A Zap Valkyrie Balloon Electro Wizard

Defense Synergies 1 13

Zap
Electro Wizard Goblin Gang Valkyrie P.E.K.K.A Magic Archer
Goblin Gang
Zap Valkyrie P.E.K.K.A Electro Wizard Magic Archer
Valkyrie
Zap Goblin Gang P.E.K.K.A Electro Wizard Magic Archer
Rage
Balloon
P.E.K.K.A
Zap Goblin Gang Valkyrie Electro Wizard
Electro Wizard
Zap Goblin Gang Valkyrie P.E.K.K.A Magic Archer
Magic Archer
Zap Goblin Gang 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 Zap Goblin Gang Valkyrie Electro Wizard
Goblin Gang P.E.K.K.A Valkyrie Electro Wizard
P.E.K.K.A Goblin Gang Valkyrie Electro Wizard
Valkyrie P.E.K.K.A
Goblin Gang Zap Valkyrie Electro Wizard Magic Archer
Electro Wizard Zap Goblin Gang Magic Archer
Zap Valkyrie P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Goblin Gang
Goblin Gang Valkyrie Electro Wizard
Goblin Gang Valkyrie Electro Wizard Zap Magic Archer
Zap Goblin Gang Electro Wizard Magic Archer
P.E.K.K.A Zap Goblin Gang Valkyrie Electro Wizard
Valkyrie Zap Goblin Gang P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang P.E.K.K.A Electro Wizard
Goblin Gang Valkyrie P.E.K.K.A Electro Wizard
Zap Goblin Gang Valkyrie Electro Wizard Magic Archer
Zap Valkyrie Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Goblin Gang Valkyrie P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Valkyrie Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Goblin Gang Valkyrie Magic Archer
Goblin Gang P.E.K.K.A Zap Valkyrie Electro Wizard
Goblin Gang Valkyrie P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Goblin Gang Valkyrie
Zap Goblin Gang Electro Wizard Magic Archer
Goblin Gang P.E.K.K.A Valkyrie Electro Wizard
P.E.K.K.A Valkyrie
Zap P.E.K.K.A Electro Wizard Valkyrie Magic Archer
P.E.K.K.A Goblin Gang
P.E.K.K.A Valkyrie
P.E.K.K.A Zap Valkyrie Electro Wizard
P.E.K.K.A Goblin Gang Valkyrie
Valkyrie Magic Archer
Goblin Gang Electro Wizard Zap Valkyrie P.E.K.K.A Magic Archer
Valkyrie Zap P.E.K.K.A Electro Wizard Magic Archer
Zap 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 Valkyrie
Zap Electro Wizard Magic Archer
Magic Archer
Valkyrie
Zap Valkyrie Magic Archer
Zap Magic Archer
Magic Archer
Zap Magic Archer
Zap
Goblin Gang Electro Wizard
Zap Valkyrie Electro Wizard Magic Archer
Zap Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Electro Wizard Magic Archer
Zap Valkyrie Magic Archer
Magic Archer
Zap
Zap Valkyrie Magic Archer
Zap Electro Wizard Magic Archer
Zap Magic Archer
Zap Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard
Zap Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A
Magic Archer
Zap Electro Wizard Goblin Gang Magic Archer
Zap Electro Wizard Magic Archer
Goblin Gang Valkyrie Electro Wizard Magic Archer
Zap Magic Archer
Zap
P.E.K.K.A
Zap Goblin Gang Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A

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