My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon 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.

Valkyrie Baby Dragon Balloon P.E.K.K.A Fisherman Electro Wizard

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

Punishments

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

Balloon

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 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.

Goblins 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.

Goblins Arrows Fisherman Valkyrie Baby Dragon Electro Wizard Balloon P.E.K.K.A

Shortest cycle

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

12 Goblins Arrows Fisherman Valkyrie

Attack Synergies 4 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.

Goblins
Valkyrie Baby Dragon
Arrows
Balloon P.E.K.K.A
Valkyrie
Balloon Goblins Baby Dragon P.E.K.K.A Fisherman Electro Wizard
Baby Dragon
Goblins Valkyrie Balloon P.E.K.K.A Fisherman Electro Wizard
Balloon
Arrows Valkyrie Baby Dragon Fisherman Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Valkyrie Baby Dragon Fisherman
Fisherman
Valkyrie Baby Dragon Balloon P.E.K.K.A
Electro Wizard
P.E.K.K.A Valkyrie Baby Dragon Balloon

Defense Synergies 0 11

Goblins
Fisherman Electro Wizard
Arrows
Valkyrie P.E.K.K.A
Valkyrie
Arrows Baby Dragon P.E.K.K.A Fisherman Electro Wizard
Baby Dragon
Valkyrie P.E.K.K.A
Balloon
P.E.K.K.A
Arrows Valkyrie Baby Dragon Fisherman Electro Wizard
Fisherman
Goblins Valkyrie P.E.K.K.A
Electro Wizard
Goblins Valkyrie 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 Baby Dragon Electro Wizard
P.E.K.K.A Goblins Valkyrie Fisherman Electro Wizard
P.E.K.K.A Fisherman Goblins Valkyrie Electro Wizard
P.E.K.K.A Goblins Valkyrie Fisherman Electro Wizard
Arrows Valkyrie P.E.K.K.A
Arrows Goblins Valkyrie Baby Dragon Electro Wizard
Electro Wizard Arrows Baby Dragon
Arrows Valkyrie Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Goblins Fisherman
Goblins Valkyrie Fisherman Electro Wizard
Goblins Valkyrie Electro Wizard Arrows Baby Dragon Fisherman
Arrows Baby Dragon Electro Wizard
P.E.K.K.A Valkyrie Electro Wizard
Valkyrie Goblins Arrows Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Fisherman Electro Wizard
Goblins Arrows Valkyrie P.E.K.K.A Fisherman Electro Wizard
Arrows Goblins Valkyrie Baby Dragon Fisherman Electro Wizard
Arrows Valkyrie Baby Dragon Fisherman Electro Wizard
P.E.K.K.A Fisherman Electro Wizard
Valkyrie Goblins Arrows Baby Dragon P.E.K.K.A Fisherman Electro Wizard

Counters to secondary win conditions

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

Valkyrie Goblins P.E.K.K.A Fisherman Electro Wizard
Electro Wizard Arrows Valkyrie Baby Dragon Fisherman
P.E.K.K.A Goblins Valkyrie Fisherman Electro Wizard
Valkyrie P.E.K.K.A Fisherman Electro Wizard
P.E.K.K.A Valkyrie Fisherman
Arrows Baby Dragon Electro Wizard
P.E.K.K.A Goblins Valkyrie Electro Wizard
P.E.K.K.A Valkyrie Fisherman
P.E.K.K.A Electro Wizard Goblins Valkyrie Baby Dragon
P.E.K.K.A
P.E.K.K.A Valkyrie
P.E.K.K.A Arrows Valkyrie Electro Wizard
P.E.K.K.A Valkyrie
Valkyrie Baby Dragon
Electro Wizard Goblins Valkyrie Baby Dragon P.E.K.K.A Fisherman
Arrows Valkyrie Baby Dragon 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.)

Arrows Valkyrie Baby Dragon
Arrows Baby Dragon Fisherman Electro Wizard
Arrows Baby Dragon
Arrows Valkyrie
Arrows Valkyrie Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Fisherman
Goblins Fisherman Electro Wizard
Arrows Valkyrie Fisherman Electro Wizard
Arrows Baby Dragon
Baby Dragon Fisherman
Arrows Baby Dragon Fisherman
Arrows Baby Dragon Fisherman
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Fisherman
Arrows Baby Dragon Fisherman Electro Wizard
Arrows Valkyrie Baby Dragon
Baby Dragon
Arrows
Fisherman
Arrows Baby Dragon
Arrows Valkyrie Baby Dragon
Fisherman
Arrows Baby Dragon Fisherman Electro Wizard
Arrows Baby Dragon Fisherman
Arrows Baby Dragon Fisherman
Arrows Baby Dragon Electro Wizard
Electro Wizard
Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard
Arrows Baby Dragon Electro Wizard
Arrows
Valkyrie Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows
P.E.K.K.A
Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Electro Wizard

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