My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Valkyrie Wizard 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.

Missing

Damage spells

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

Arrows 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard 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 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.

Barbarians Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Cannon Valkyrie Electro Wizard Barbarians Wizard P.E.K.K.A

Shortest cycle

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

12 The Log Arrows Cannon Valkyrie

Attack Synergies 2 5

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
P.E.K.K.A
Cannon
Barbarians
Valkyrie
Wizard P.E.K.K.A Electro Wizard
Wizard
Valkyrie P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Valkyrie Wizard The Log
The Log
P.E.K.K.A
Electro Wizard
P.E.K.K.A Valkyrie

Defense Synergies 2 16

Arrows
Cannon Barbarians Valkyrie P.E.K.K.A
Cannon
The Log Arrows Valkyrie Wizard Electro Wizard
Barbarians
Arrows
Valkyrie
Arrows Cannon Wizard P.E.K.K.A The Log Electro Wizard
Wizard
Cannon Valkyrie P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
The Log Arrows Valkyrie Wizard Electro Wizard
The Log
Cannon P.E.K.K.A Valkyrie Wizard Electro Wizard
Electro Wizard
Cannon Valkyrie Wizard P.E.K.K.A The Log

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.

Cannon Valkyrie Wizard The Log Electro Wizard
Barbarians P.E.K.K.A Cannon Valkyrie The Log Electro Wizard
Cannon Barbarians P.E.K.K.A Valkyrie Electro Wizard
Cannon Barbarians P.E.K.K.A Valkyrie Electro Wizard
Arrows Barbarians Valkyrie P.E.K.K.A The Log
Arrows The Log Cannon Valkyrie Electro Wizard
Electro Wizard Arrows Cannon Wizard
Arrows Cannon Barbarians Valkyrie P.E.K.K.A The Log Electro Wizard
Cannon Barbarians P.E.K.K.A
Cannon Barbarians Valkyrie Electro Wizard
Barbarians Valkyrie Electro Wizard Arrows Cannon Wizard The Log
Arrows Wizard Electro Wizard
Cannon Barbarians P.E.K.K.A Valkyrie Wizard The Log Electro Wizard
Valkyrie Wizard Arrows Cannon Barbarians P.E.K.K.A The Log Electro Wizard
Barbarians P.E.K.K.A Cannon Electro Wizard
Barbarians Cannon P.E.K.K.A The Log Electro Wizard
Barbarians Wizard Arrows Cannon Valkyrie P.E.K.K.A Electro Wizard
Arrows Cannon Barbarians Valkyrie Wizard The Log Electro Wizard
Arrows Valkyrie Wizard The Log Cannon Barbarians Electro Wizard
Barbarians P.E.K.K.A Cannon Electro Wizard
Valkyrie Wizard Arrows Cannon Barbarians P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Valkyrie P.E.K.K.A Electro Wizard
Electro Wizard Arrows Valkyrie Wizard The Log
Barbarians P.E.K.K.A Valkyrie The Log Electro Wizard
Valkyrie P.E.K.K.A Barbarians The Log Electro Wizard
Barbarians P.E.K.K.A Cannon Valkyrie
Arrows Wizard Electro Wizard
P.E.K.K.A Barbarians Valkyrie Electro Wizard
P.E.K.K.A Barbarians Valkyrie
P.E.K.K.A Electro Wizard Barbarians Valkyrie The Log
P.E.K.K.A Cannon Barbarians
P.E.K.K.A Barbarians Valkyrie
P.E.K.K.A Arrows Barbarians Valkyrie The Log Electro Wizard
Barbarians P.E.K.K.A Cannon Valkyrie Wizard
Wizard Cannon Barbarians Valkyrie
Barbarians Electro Wizard Valkyrie P.E.K.K.A The Log
Arrows Valkyrie Cannon Barbarians Wizard 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 Valkyrie The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Barbarians Valkyrie The Log
Wizard Arrows Valkyrie The Log
Arrows Wizard
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Electro Wizard
Arrows Valkyrie Wizard The Log Electro Wizard
Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Arrows Wizard The Log Electro Wizard
Arrows Valkyrie Wizard The Log
The Log
Arrows Wizard
The Log
Arrows Barbarians The Log
Arrows The Log Valkyrie Wizard
Arrows The Log Wizard Electro Wizard
Arrows Wizard The Log
Arrows The Log
Arrows Wizard Electro Wizard
Electro Wizard Wizard
Arrows Wizard The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard The Log
Electro Wizard Barbarians
Arrows Wizard Electro Wizard
Arrows The Log
Valkyrie Wizard Electro Wizard
Arrows The Log Wizard
Arrows
P.E.K.K.A
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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