My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Wizard Baby Dragon Witch Electro Wizard

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 Wizard Baby Dragon Witch P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Missing

Punishments

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

Royal Hogs

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 Royal Hogs Baby Dragon 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 Royal Hogs Electro Wizard

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 Royal Hogs
Giant Snowball
Archers Royal Hogs Baby Dragon Witch
Zap
Archers Royal Hogs Witch
Barbarian Barrel
Archers Valkyrie Wizard Royal Hogs Witch Electro Wizard
The Log
Archers Royal Hogs Witch
Earthquake
Archers Royal Hogs Witch
Arrows
Archers Royal Hogs Witch
Royal Delivery
Archers Valkyrie Wizard Royal Hogs Baby Dragon Witch P.E.K.K.A Electro Wizard
Fireball
Archers Wizard Royal Hogs Baby Dragon Witch Electro Wizard
Poison
Archers Wizard Royal Hogs Witch Electro Wizard
Lightning
Valkyrie Wizard Baby Dragon Witch Electro Wizard
Rocket
Valkyrie Wizard Royal Hogs Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard 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.

Valkyrie Baby Dragon 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.

Wizard Witch 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.

Archers Valkyrie Baby Dragon Electro Wizard Wizard Royal Hogs Witch P.E.K.K.A

Shortest cycle

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

15 Archers Valkyrie Baby Dragon Electro Wizard

Attack Synergies 2 16

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 Royal Hogs Baby Dragon P.E.K.K.A
Valkyrie
Archers Wizard Royal Hogs Baby Dragon Witch P.E.K.K.A Electro Wizard
Wizard
Valkyrie Royal Hogs P.E.K.K.A
Royal Hogs
Archers Valkyrie Wizard Electro Wizard
Baby Dragon
Archers Valkyrie Witch P.E.K.K.A Electro Wizard
Witch
Valkyrie Baby Dragon P.E.K.K.A
P.E.K.K.A
Electro Wizard Archers Valkyrie Wizard Baby Dragon Witch
Electro Wizard
P.E.K.K.A Valkyrie Royal Hogs Baby Dragon

Defense Synergies 1 15

Archers
Valkyrie Baby Dragon Witch P.E.K.K.A Electro Wizard
Valkyrie
Archers Wizard Baby Dragon Witch P.E.K.K.A Electro Wizard
Wizard
Valkyrie P.E.K.K.A Electro Wizard
Royal Hogs
Baby Dragon
Archers Valkyrie Witch P.E.K.K.A
Witch
Archers Valkyrie Baby Dragon Electro Wizard
P.E.K.K.A
Archers Valkyrie Wizard Baby Dragon Electro Wizard
Electro Wizard
Archers Valkyrie Wizard Witch P.E.K.K.A

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.

Valkyrie Wizard Baby Dragon Electro Wizard
P.E.K.K.A Valkyrie Witch Electro Wizard
Witch P.E.K.K.A Archers Valkyrie Electro Wizard
Witch P.E.K.K.A Valkyrie Electro Wizard
Valkyrie P.E.K.K.A
Archers Valkyrie Baby Dragon Electro Wizard
Electro Wizard Archers Wizard Baby Dragon Witch
Valkyrie Baby Dragon P.E.K.K.A Electro Wizard
Witch P.E.K.K.A
Archers Valkyrie Electro Wizard
Archers Valkyrie Witch Electro Wizard Wizard Baby Dragon
Archers Wizard Baby Dragon Witch Electro Wizard
P.E.K.K.A Valkyrie Wizard Witch Electro Wizard
Valkyrie Wizard Baby Dragon Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Valkyrie Witch P.E.K.K.A Electro Wizard
Archers Valkyrie Wizard Baby Dragon Witch Electro Wizard
Valkyrie Wizard Baby Dragon Witch Archers Electro Wizard
P.E.K.K.A Electro Wizard
Valkyrie Wizard Archers Baby Dragon Witch 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.

Valkyrie Archers Witch P.E.K.K.A Electro Wizard
Electro Wizard Archers Valkyrie Wizard Baby Dragon
P.E.K.K.A Valkyrie Witch Electro Wizard
Valkyrie P.E.K.K.A Electro Wizard
P.E.K.K.A Valkyrie Witch
Wizard Archers Baby Dragon Witch Electro Wizard
P.E.K.K.A Archers Valkyrie Witch Electro Wizard
P.E.K.K.A Valkyrie
P.E.K.K.A Electro Wizard Valkyrie Baby Dragon Witch
Witch P.E.K.K.A
P.E.K.K.A Valkyrie Witch
P.E.K.K.A Valkyrie Electro Wizard
P.E.K.K.A Valkyrie Wizard Witch
Wizard Archers Valkyrie Baby Dragon Witch
Witch Electro Wizard Archers Valkyrie Baby Dragon P.E.K.K.A
Valkyrie Archers Wizard Baby Dragon Witch P.E.K.K.A 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.)

Valkyrie Baby Dragon
Baby Dragon Electro Wizard
Baby Dragon
Valkyrie
Wizard Valkyrie Baby Dragon
Wizard Baby Dragon Witch
Archers Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard
Electro Wizard
Valkyrie Wizard Electro Wizard
Archers Wizard Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Wizard Baby Dragon Witch
Wizard Baby Dragon
Archers Wizard Baby Dragon Electro Wizard
Valkyrie Wizard Baby Dragon Witch
Baby Dragon
Wizard
Baby Dragon
Valkyrie Wizard Baby Dragon Witch
Witch
Wizard Baby Dragon Witch Electro Wizard
Wizard Baby Dragon Witch
Baby Dragon
Archers Wizard Baby Dragon Witch Electro Wizard
Electro Wizard Wizard Witch
Wizard
Electro Wizard
P.E.K.K.A
Wizard
Electro Wizard Archers Witch
Archers Wizard Baby Dragon Witch Electro Wizard
Valkyrie Wizard Baby Dragon Electro Wizard
Wizard Baby Dragon
P.E.K.K.A
Baby Dragon Witch Electro Wizard
Witch Electro Wizard
Baby Dragon Witch Electro Wizard

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