My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Baby Dragon

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.

Archers Valkyrie Baby Dragon

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

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

Arrows Fireball

Punishments

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

Mini P.E.K.K.A Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mini P.E.K.K.A Valkyrie Hog Rider Baby Dragon

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.

Mini P.E.K.K.A Valkyrie Hog Rider

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
Archers Hog Rider Guards
Giant Snowball
Archers Hog Rider Guards Baby Dragon
Zap
Archers Guards
Barbarian Barrel
Archers Valkyrie Guards
The Log
Archers Mini P.E.K.K.A Hog Rider Guards
Earthquake
Archers Hog Rider Guards
Arrows
Archers Guards
Royal Delivery
Archers Mini P.E.K.K.A Valkyrie Hog Rider Guards Baby Dragon
Fireball
Archers Hog Rider Baby Dragon
Poison
Archers Guards
Lightning
Mini P.E.K.K.A Valkyrie Baby Dragon
Rocket
Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Valkyrie Baby Dragon

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 Mini P.E.K.K.A Valkyrie Guards Baby Dragon

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball

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.

Archers Arrows Guards Fireball Mini P.E.K.K.A Valkyrie Hog Rider Baby Dragon

Shortest cycle

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

13 Archers Arrows Guards Fireball

Attack Synergies 5 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.

Archers
Valkyrie Arrows Mini P.E.K.K.A Hog Rider Baby Dragon
Arrows
Fireball Hog Rider Archers Mini P.E.K.K.A
Fireball
Arrows Hog Rider Baby Dragon
Mini P.E.K.K.A
Archers Arrows Valkyrie Hog Rider Baby Dragon
Valkyrie
Archers Hog Rider Mini P.E.K.K.A Baby Dragon
Hog Rider
Arrows Fireball Valkyrie Archers Mini P.E.K.K.A Guards Baby Dragon
Guards
Hog Rider
Baby Dragon
Archers Fireball Mini P.E.K.K.A Valkyrie Hog Rider

Defense Synergies 1 13

Archers
Valkyrie Mini P.E.K.K.A Guards Baby Dragon
Arrows
Fireball Mini P.E.K.K.A Valkyrie
Fireball
Arrows Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A
Archers Arrows Fireball Valkyrie Guards Baby Dragon
Valkyrie
Archers Arrows Fireball Mini P.E.K.K.A Baby Dragon
Hog Rider
Guards
Archers Mini P.E.K.K.A Baby Dragon
Baby Dragon
Archers Mini P.E.K.K.A Valkyrie Guards

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.

Fireball Valkyrie Baby Dragon
Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A Archers Valkyrie
Mini P.E.K.K.A Valkyrie Guards
Arrows Fireball Mini P.E.K.K.A Valkyrie
Arrows Fireball Archers Valkyrie Guards Baby Dragon
Archers Arrows Fireball Baby Dragon
Arrows Fireball Valkyrie Baby Dragon
Mini P.E.K.K.A
Guards Archers Mini P.E.K.K.A Valkyrie
Archers Valkyrie Guards Arrows Fireball Baby Dragon
Arrows Archers Fireball Baby Dragon
Mini P.E.K.K.A Fireball Valkyrie Guards
Fireball Valkyrie Arrows Mini P.E.K.K.A Guards Baby Dragon
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A Valkyrie
Arrows Fireball Archers Valkyrie Guards Baby Dragon
Arrows Valkyrie Baby Dragon Archers Fireball Guards
Mini P.E.K.K.A
Valkyrie Archers Arrows Fireball Mini P.E.K.K.A Guards Baby Dragon

Counters to secondary win conditions

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

Mini P.E.K.K.A Valkyrie Guards Archers Fireball
Fireball Archers Arrows Mini P.E.K.K.A Valkyrie Baby Dragon
Guards Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A Valkyrie Guards Fireball
Mini P.E.K.K.A Valkyrie Guards
Arrows Fireball Archers Baby Dragon
Mini P.E.K.K.A Guards Archers Fireball Valkyrie
Mini P.E.K.K.A Valkyrie
Fireball Mini P.E.K.K.A Valkyrie Baby Dragon
Guards
Mini P.E.K.K.A Valkyrie Guards
Arrows Fireball Valkyrie Guards
Mini P.E.K.K.A Fireball Valkyrie Guards
Archers Fireball Valkyrie Baby Dragon
Guards Archers Fireball Mini P.E.K.K.A Valkyrie Baby Dragon
Arrows Valkyrie Archers Fireball Mini P.E.K.K.A Baby Dragon

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.)

Fireball Arrows Valkyrie Guards Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Valkyrie Guards
Fireball Arrows Valkyrie Baby Dragon
Arrows Fireball Baby Dragon
Archers Arrows Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Fireball Mini P.E.K.K.A Guards
Arrows Fireball Valkyrie
Fireball Archers Arrows Baby Dragon
Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Mini P.E.K.K.A
Archers Arrows Fireball Mini P.E.K.K.A Baby Dragon
Arrows Fireball Valkyrie Baby Dragon
Fireball Baby Dragon
Arrows Fireball
Arrows Fireball Baby Dragon
Arrows Fireball Valkyrie Baby Dragon
Arrows Fireball Baby Dragon
Fireball Arrows Baby Dragon
Fireball Arrows Baby Dragon
Archers Arrows Fireball Baby Dragon
Fireball Guards
Fireball Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Arrows Fireball
Archers Fireball Guards
Fireball Archers Arrows Baby Dragon
Arrows Fireball
Fireball Mini P.E.K.K.A Valkyrie Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Fireball Guards Baby Dragon
Fireball
Fireball Baby Dragon

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