My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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 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 Goblin Gang Ice 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.

Bats Knight Valkyrie Rune Giant Ice Wizard

Offensive cards

Win conditions

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

Rune Giant

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.

Goblin Gang

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 Goblin Gang Valkyrie Rune Giant

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 Goblin Gang Skeleton Army
Giant Snowball
Bats Goblin Gang Skeleton Army
Zap
Bats Goblin Gang Skeleton Army
Barbarian Barrel
Knight Goblin Gang Valkyrie Skeleton Army Ice Wizard
The Log
Goblin Gang Skeleton Army
Earthquake
Goblin Gang Skeleton Army
Arrows
Bats Goblin Gang Skeleton Army
Royal Delivery
Bats Knight Goblin Gang Valkyrie Skeleton Army Ice Wizard
Fireball
Goblin Gang Skeleton Army Ice Wizard
Poison
Bats Goblin Gang Skeleton Army Ice Wizard
Lightning
Knight Valkyrie Ice Wizard
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Knight Valkyrie Skeleton Army Rune Giant Ice Wizard

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

Goblin Gang Ice 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.

Bats Berserker Knight Goblin Gang Skeleton Army Ice Wizard Valkyrie Rune Giant

Shortest cycle

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

10 Bats Berserker Knight Goblin Gang

Attack Synergies 4 4

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
Knight Valkyrie Rune Giant
Berserker
Rune Giant
Knight
Bats Goblin Gang Ice Wizard
Goblin Gang
Knight Valkyrie
Valkyrie
Bats Goblin Gang
Skeleton Army
Rune Giant
Berserker Bats Ice Wizard
Ice Wizard
Knight Rune Giant

Defense Synergies 3 8

Bats
Knight Valkyrie Ice Wizard
Berserker
Knight
Bats Goblin Gang Ice Wizard Skeleton Army
Goblin Gang
Knight Valkyrie Skeleton Army Ice Wizard
Valkyrie
Bats Goblin Gang Ice Wizard
Skeleton Army
Knight Goblin Gang Ice Wizard
Rune Giant
Ice Wizard
Knight Bats Goblin Gang Valkyrie Skeleton Army

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
Skeleton Army Bats Knight Goblin Gang Valkyrie Ice Wizard
Goblin Gang Skeleton Army Bats Knight Valkyrie Ice Wizard
Skeleton Army Bats Knight Goblin Gang Valkyrie Ice Wizard
Valkyrie Skeleton Army
Goblin Gang Skeleton Army Bats Valkyrie Ice Wizard
Bats Goblin Gang Ice Wizard
Valkyrie
Goblin Gang Skeleton Army Ice Wizard
Knight Goblin Gang Skeleton Army Valkyrie Ice Wizard
Bats Berserker Goblin Gang Valkyrie Skeleton Army Ice Wizard Knight
Bats Goblin Gang Ice Wizard
Skeleton Army Bats Knight Goblin Gang Valkyrie Ice Wizard
Valkyrie Skeleton Army Bats Goblin Gang
Skeleton Army Knight Goblin Gang
Skeleton Army Goblin Gang
Bats Knight Goblin Gang Valkyrie Skeleton Army
Valkyrie Bats Knight Goblin Gang Skeleton Army Ice Wizard
Valkyrie Bats Knight Ice Wizard
Goblin Gang Valkyrie Skeleton Army Bats Knight
Skeleton Army

Counters to secondary win conditions

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

Knight Goblin Gang Valkyrie Skeleton Army
Knight Goblin Gang Valkyrie
Goblin Gang Skeleton Army Bats Knight Valkyrie
Goblin Gang Valkyrie Skeleton Army Bats Knight
Knight Goblin Gang Valkyrie Skeleton Army
Bats Goblin Gang Ice Wizard
Goblin Gang Skeleton Army Bats Knight Valkyrie Ice Wizard
Knight Valkyrie Skeleton Army
Bats Knight Valkyrie Skeleton Army
Goblin Gang Skeleton Army
Bats Knight Valkyrie
Skeleton Army Valkyrie
Skeleton Army Knight Goblin Gang Valkyrie
Valkyrie Skeleton Army
Goblin Gang Skeleton Army Bats Knight Valkyrie
Bats Valkyrie Ice Wizard
Ice 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.)

Knight Valkyrie
Ice Wizard
Knight Valkyrie
Valkyrie
Bats Ice Wizard
Ice Wizard
Bats Goblin Gang
Knight Valkyrie
Knight
Bats
Valkyrie
Valkyrie Ice Wizard
Ice Wizard
Bats Ice Wizard
Bats
Bats Goblin Gang Skeleton Army
Ice Wizard
Knight Goblin Gang Valkyrie
Bats Goblin Gang
Bats

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