My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Knight Valkyrie Balloon P.E.K.K.A Electro Wizard Lumberjack

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.

Arrows The Log

Punishments

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

Balloon Lumberjack

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.

Knight Valkyrie Balloon P.E.K.K.A Lumberjack

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 Lumberjack

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

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.

Arrows Knight Valkyrie 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Valkyrie Electro Wizard Lumberjack Balloon P.E.K.K.A

Shortest cycle

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

12 The Log Arrows Knight Valkyrie

Attack Synergies 7 13

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.

Arrows
Balloon P.E.K.K.A Knight Lumberjack
Knight
Balloon Arrows The Log Electro Wizard Lumberjack
Valkyrie
Balloon Lumberjack P.E.K.K.A Electro Wizard
Balloon
Arrows Knight Valkyrie Lumberjack The Log Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Valkyrie The Log Lumberjack
The Log
Knight Balloon P.E.K.K.A Lumberjack
Electro Wizard
P.E.K.K.A Knight Valkyrie Balloon Lumberjack
Lumberjack
Valkyrie Balloon Arrows Knight P.E.K.K.A The Log Electro Wizard

Defense Synergies 2 14

Arrows
Knight Valkyrie P.E.K.K.A Lumberjack
Knight
Electro Wizard Arrows The Log Lumberjack
Valkyrie
Arrows P.E.K.K.A The Log Electro Wizard Lumberjack
Balloon
P.E.K.K.A
The Log Arrows Valkyrie Electro Wizard
The Log
P.E.K.K.A Knight Valkyrie Electro Wizard Lumberjack
Electro Wizard
Knight Valkyrie P.E.K.K.A The Log Lumberjack
Lumberjack
Arrows Knight Valkyrie The Log 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.

Knight Valkyrie The Log Electro Wizard
P.E.K.K.A Lumberjack Knight Valkyrie The Log Electro Wizard
P.E.K.K.A Lumberjack Knight Valkyrie Electro Wizard
P.E.K.K.A Lumberjack Knight Valkyrie Electro Wizard
Arrows Valkyrie P.E.K.K.A The Log Lumberjack
Arrows The Log Valkyrie Electro Wizard Lumberjack
Electro Wizard Arrows
Arrows Valkyrie P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Lumberjack
Knight Valkyrie Electro Wizard Lumberjack
Valkyrie Electro Wizard Arrows Knight The Log Lumberjack
Arrows Electro Wizard
P.E.K.K.A Lumberjack Knight Valkyrie The Log Electro Wizard
Valkyrie Arrows P.E.K.K.A The Log Electro Wizard Lumberjack
P.E.K.K.A Knight Electro Wizard Lumberjack
P.E.K.K.A The Log Electro Wizard Lumberjack
Arrows Knight Valkyrie P.E.K.K.A Electro Wizard Lumberjack
Arrows Knight Valkyrie The Log Electro Wizard Lumberjack
Arrows Valkyrie The Log Knight Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Valkyrie Arrows Knight P.E.K.K.A The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Knight Valkyrie Lumberjack P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Valkyrie The Log Lumberjack
P.E.K.K.A Lumberjack Knight Valkyrie The Log Electro Wizard
Valkyrie P.E.K.K.A Lumberjack Knight The Log Electro Wizard
P.E.K.K.A Knight Valkyrie Lumberjack
Arrows Electro Wizard
P.E.K.K.A Knight Valkyrie Electro Wizard Lumberjack
P.E.K.K.A Knight Valkyrie Lumberjack
P.E.K.K.A Electro Wizard Knight Valkyrie The Log
P.E.K.K.A
P.E.K.K.A Knight Valkyrie Lumberjack
P.E.K.K.A Arrows Valkyrie The Log Electro Wizard
P.E.K.K.A Knight Valkyrie Lumberjack
Valkyrie
Electro Wizard Knight Valkyrie P.E.K.K.A The Log Lumberjack
Arrows Valkyrie P.E.K.K.A The Log 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.)

Arrows Knight Valkyrie The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Knight Valkyrie The Log
Arrows Valkyrie The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Electro Wizard Lumberjack
Arrows Knight Valkyrie The Log Electro Wizard
Arrows
Knight The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Arrows The Log Electro Wizard
Arrows Valkyrie The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Valkyrie
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows Electro Wizard
Electro Wizard
Arrows The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows The Log
Electro Wizard
Arrows Electro Wizard
Arrows The Log
Knight Valkyrie Electro Wizard Lumberjack
Arrows The Log
Arrows
P.E.K.K.A
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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