My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Dart Goblin

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.

Bats Archers Valkyrie P.E.K.K.A

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.

Arrows Rage The Log

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.

Dart Goblin 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
Bats Archers
Giant Snowball
Bats Archers Dart Goblin
Zap
Bats Archers Dart Goblin
Barbarian Barrel
Archers Dart Goblin Valkyrie
The Log
Archers Dart Goblin
Earthquake
Archers
Arrows
Bats Archers Dart Goblin
Royal Delivery
Bats Archers Dart Goblin Valkyrie P.E.K.K.A
Fireball
Archers Dart Goblin
Poison
Bats Archers Dart Goblin
Lightning
Valkyrie
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie The Log

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.

Bats Arrows 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.

Dart Goblin

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.

Bats Rage The Log Archers Arrows Dart Goblin Valkyrie P.E.K.K.A

Shortest cycle

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

9 Bats Rage The Log Archers

Attack Synergies 4 8

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.

Bats
Valkyrie Rage P.E.K.K.A
Archers
Valkyrie Arrows P.E.K.K.A
Arrows
P.E.K.K.A Archers
Dart Goblin
Valkyrie P.E.K.K.A The Log
Valkyrie
Bats Archers Dart Goblin P.E.K.K.A
Rage
Bats
P.E.K.K.A
Arrows Bats Archers Dart Goblin Valkyrie The Log
The Log
Dart Goblin P.E.K.K.A

Defense Synergies 2 14

Bats
Dart Goblin Valkyrie P.E.K.K.A The Log
Archers
Valkyrie Dart Goblin P.E.K.K.A The Log
Arrows
Valkyrie P.E.K.K.A
Dart Goblin
Bats Archers Valkyrie P.E.K.K.A The Log
Valkyrie
Archers Bats Arrows Dart Goblin P.E.K.K.A The Log
Rage
P.E.K.K.A
The Log Bats Archers Arrows Dart Goblin Valkyrie
The Log
P.E.K.K.A Bats Archers Dart Goblin Valkyrie

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.

Dart Goblin Valkyrie The Log
P.E.K.K.A Bats Dart Goblin Valkyrie The Log
P.E.K.K.A Bats Archers Dart Goblin Valkyrie
P.E.K.K.A Bats Dart Goblin Valkyrie
Arrows Valkyrie P.E.K.K.A The Log
Arrows The Log Bats Archers Dart Goblin Valkyrie
Bats Dart Goblin Archers Arrows
Arrows Dart Goblin Valkyrie P.E.K.K.A The Log
P.E.K.K.A
Archers Dart Goblin Valkyrie
Bats Archers Dart Goblin Valkyrie Arrows The Log
Arrows Bats Archers Dart Goblin
P.E.K.K.A Bats Valkyrie The Log
Valkyrie Bats Arrows Dart Goblin P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A The Log
Bats Arrows Valkyrie P.E.K.K.A
Arrows Bats Archers Dart Goblin Valkyrie The Log
Arrows Valkyrie The Log Bats Archers Dart Goblin
P.E.K.K.A Dart Goblin
Valkyrie Bats Archers Arrows Dart Goblin P.E.K.K.A The Log

Counters to secondary win conditions

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

Valkyrie Archers P.E.K.K.A
Archers Arrows Valkyrie The Log
P.E.K.K.A Bats Valkyrie The Log
Valkyrie P.E.K.K.A Bats The Log
P.E.K.K.A Valkyrie
Arrows Bats Archers Dart Goblin
P.E.K.K.A Bats Archers Dart Goblin Valkyrie
P.E.K.K.A Valkyrie
P.E.K.K.A Bats Valkyrie The Log
P.E.K.K.A Dart Goblin
P.E.K.K.A Bats Dart Goblin Valkyrie
P.E.K.K.A Arrows Valkyrie The Log
P.E.K.K.A Valkyrie
Archers Dart Goblin Valkyrie
Bats Archers Dart Goblin Valkyrie P.E.K.K.A The Log
Bats Arrows Valkyrie Archers Dart Goblin P.E.K.K.A The Log

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 Dart Goblin Valkyrie The Log
Arrows Dart Goblin The Log
Arrows Dart Goblin The Log
Arrows Dart Goblin Valkyrie The Log
Arrows Valkyrie The Log
Arrows Bats Dart Goblin
Archers Arrows Dart Goblin The Log
Arrows The Log Dart Goblin
Arrows The Log Dart Goblin
Bats
Arrows Dart Goblin Valkyrie The Log
Archers Arrows Dart Goblin
Dart Goblin The Log
Arrows Dart Goblin
Arrows Dart Goblin The Log
Arrows Dart Goblin The Log
Arrows Dart Goblin The Log
Arrows
Bats
Archers Arrows Dart Goblin The Log
Arrows Dart Goblin Valkyrie The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Valkyrie
Arrows The Log Dart Goblin
Arrows The Log
Arrows Dart Goblin The Log
Bats Archers Arrows Dart Goblin
Bats Dart Goblin
Arrows Dart Goblin The Log
Arrows
P.E.K.K.A
Arrows The Log
Bats Archers Dart Goblin
Archers Arrows Dart Goblin
Arrows The Log
Dart Goblin Valkyrie
Arrows The Log Dart Goblin
Arrows
Dart Goblin P.E.K.K.A
Bats Dart Goblin The Log
Bats Dart Goblin
Dart Goblin The Log

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