My Best Clash Royale Deck

Deck Check Rating

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

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 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash 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.

Bats Goblin Gang 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.

Bats Royal Recruits Valkyrie 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.

Rage

Punishments

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

Goblin Gang Royal Recruits

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.

Goblin Gang Royal Recruits Valkyrie

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
Bats Goblin Gang Royal Recruits Guards Clone
Giant Snowball
Bats Goblin Gang Royal Recruits Guards Clone
Zap
Bats Goblin Gang Guards Clone
Barbarian Barrel
Goblin Gang Royal Recruits Valkyrie Guards Clone Electro Wizard
The Log
Goblin Gang Royal Recruits Guards Clone
Earthquake
Goblin Gang Guards Clone
Arrows
Bats Goblin Gang Royal Recruits Guards Clone
Royal Delivery
Bats Goblin Gang Royal Recruits Valkyrie Guards Clone Electro Wizard
Fireball
Goblin Gang Clone Electro Wizard
Poison
Bats Goblin Gang Royal Recruits Guards Clone Electro Wizard
Lightning
Valkyrie Electro Wizard
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie

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.

Bats Royal Recruits Valkyrie Rage Guards Clone

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Goblin Gang Guards Clone Valkyrie Electro Wizard Royal Recruits

Shortest cycle

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

10 Bats Rage Goblin Gang Guards

Attack Synergies 1 12

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
Valkyrie Royal Recruits Rage Clone
Goblin Gang
Royal Recruits Valkyrie Clone
Royal Recruits
Bats Goblin Gang Clone Electro Wizard
Valkyrie
Bats Goblin Gang Electro Wizard
Rage
Bats Electro Wizard
Guards
Clone
Clone
Bats Goblin Gang Royal Recruits Guards Electro Wizard
Electro Wizard
Royal Recruits Valkyrie Rage Clone

Defense Synergies 0 9

Bats
Royal Recruits Valkyrie Electro Wizard
Goblin Gang
Royal Recruits Valkyrie Guards Electro Wizard
Royal Recruits
Bats Goblin Gang
Valkyrie
Bats Goblin Gang Electro Wizard
Rage
Guards
Goblin Gang Electro Wizard
Clone
Electro Wizard
Bats Goblin Gang Valkyrie Guards

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.

Royal Recruits Valkyrie Electro Wizard
Bats Goblin Gang Royal Recruits Valkyrie Electro Wizard
Goblin Gang Bats Royal Recruits Valkyrie Electro Wizard
Royal Recruits Bats Goblin Gang Valkyrie Guards Electro Wizard
Royal Recruits Valkyrie
Goblin Gang Bats Valkyrie Guards Electro Wizard
Bats Electro Wizard Goblin Gang
Royal Recruits Valkyrie Electro Wizard
Goblin Gang Royal Recruits
Goblin Gang Guards Royal Recruits Valkyrie Electro Wizard
Bats Goblin Gang Valkyrie Guards Electro Wizard Royal Recruits
Bats Goblin Gang Electro Wizard
Royal Recruits Bats Goblin Gang Valkyrie Guards Electro Wizard
Valkyrie Bats Goblin Gang Royal Recruits Guards Electro Wizard
Royal Recruits Goblin Gang Electro Wizard
Goblin Gang Royal Recruits Electro Wizard
Bats Goblin Gang Royal Recruits Valkyrie Electro Wizard
Bats Goblin Gang Royal Recruits Valkyrie Guards Electro Wizard
Valkyrie Bats Royal Recruits Guards Electro Wizard
Royal Recruits Electro Wizard
Goblin Gang Royal Recruits Valkyrie Bats Guards Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Royal Recruits Valkyrie Guards Electro Wizard
Electro Wizard Goblin Gang Valkyrie
Goblin Gang Royal Recruits Guards Bats Valkyrie Electro Wizard
Goblin Gang Royal Recruits Valkyrie Guards Bats Electro Wizard
Royal Recruits Goblin Gang Valkyrie Guards
Bats Goblin Gang Electro Wizard
Goblin Gang Royal Recruits Guards Bats Valkyrie Electro Wizard
Royal Recruits Valkyrie
Royal Recruits Electro Wizard Bats Valkyrie
Royal Recruits Goblin Gang Guards
Bats Royal Recruits Valkyrie Guards
Royal Recruits Valkyrie Guards Electro Wizard
Royal Recruits Goblin Gang Valkyrie Guards
Royal Recruits Valkyrie
Goblin Gang Royal Recruits Guards Electro Wizard Bats Valkyrie
Bats Valkyrie Royal Recruits 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.)

Royal Recruits Valkyrie Guards
Electro Wizard
Royal Recruits Valkyrie Guards
Valkyrie
Bats
Bats Goblin Gang Guards Electro Wizard
Royal Recruits Valkyrie Electro Wizard
Royal Recruits
Bats
Electro Wizard
Valkyrie
Royal Recruits
Valkyrie
Electro Wizard
Bats Electro Wizard
Electro Wizard Bats Guards
Electro Wizard
Electro Wizard Bats Goblin Gang Royal Recruits Guards
Electro Wizard
Goblin Gang Valkyrie Electro Wizard
Royal Recruits
Bats Goblin Gang Royal Recruits Guards Electro Wizard
Bats Electro Wizard
Royal Recruits Electro Wizard

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