My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Bats Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Bats Valkyrie Wizard Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows

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 Electro 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 Skeleton Army
Giant Snowball
Bats Barbarians Skeleton Army
Zap
Bats Skeleton Army
Barbarian Barrel
Barbarians Valkyrie Bomb Tower Wizard Skeleton Army
The Log
Barbarians Skeleton Army
Earthquake
Barbarians Bomb Tower Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Barbarians Valkyrie Wizard Skeleton Army
Fireball
Barbarians Bomb Tower Wizard Skeleton Army
Poison
Bats Barbarians Bomb Tower Wizard Skeleton Army
Lightning
Valkyrie Bomb Tower Wizard
Rocket
Barbarians Valkyrie Bomb Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Bomb Tower Wizard Electro Giant

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 Arrows Valkyrie Skeleton Army Electro Giant

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.

Barbarians 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 Arrows Skeleton Army Valkyrie Bomb Tower Barbarians Wizard Electro Giant

Shortest cycle

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

12 Bats Arrows Skeleton Army Valkyrie

Attack Synergies 1 1

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
Arrows
Barbarians
Valkyrie
Bats Wizard
Bomb Tower
Wizard
Valkyrie
Skeleton Army
Electro Giant

Defense Synergies 0 10

Bats
Valkyrie Bomb Tower
Arrows
Barbarians Valkyrie Bomb Tower
Barbarians
Arrows Skeleton Army
Valkyrie
Bats Arrows Bomb Tower Wizard
Bomb Tower
Bats Arrows Valkyrie Skeleton Army
Wizard
Valkyrie Skeleton Army
Skeleton Army
Barbarians Bomb Tower Wizard
Electro Giant

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 Wizard
Barbarians Bomb Tower Skeleton Army Bats Valkyrie
Barbarians Bomb Tower Skeleton Army Bats Valkyrie
Barbarians Bomb Tower Skeleton Army Bats Valkyrie
Arrows Barbarians Valkyrie Bomb Tower Skeleton Army
Arrows Skeleton Army Bats Valkyrie Bomb Tower
Bats Arrows Bomb Tower Wizard
Arrows Barbarians Valkyrie Bomb Tower Electro Giant
Barbarians Bomb Tower Skeleton Army
Skeleton Army Barbarians Valkyrie
Bats Barbarians Valkyrie Skeleton Army Arrows Bomb Tower Wizard Electro Giant
Arrows Bats Wizard
Barbarians Bomb Tower Skeleton Army Bats Valkyrie Wizard
Valkyrie Bomb Tower Wizard Skeleton Army Bats Arrows Barbarians
Barbarians Skeleton Army Bomb Tower
Barbarians Bomb Tower Skeleton Army Electro Giant
Barbarians Bomb Tower Wizard Bats Arrows Valkyrie Skeleton Army
Arrows Bomb Tower Bats Barbarians Valkyrie Wizard Skeleton Army
Arrows Valkyrie Bomb Tower Wizard Bats Barbarians
Barbarians Bomb Tower
Valkyrie Wizard Skeleton Army Bats Arrows Barbarians Bomb Tower Electro Giant

Counters to secondary win conditions

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

Barbarians Valkyrie Skeleton Army Electro Giant
Arrows Valkyrie Bomb Tower Wizard
Barbarians Skeleton Army Bats Valkyrie Bomb Tower
Valkyrie Skeleton Army Bats Barbarians
Barbarians Valkyrie Skeleton Army
Arrows Wizard Electro Giant Bats Bomb Tower
Skeleton Army Bats Barbarians Valkyrie Bomb Tower
Barbarians Valkyrie Bomb Tower Skeleton Army
Bats Barbarians Valkyrie Bomb Tower Skeleton Army
Barbarians Skeleton Army
Bats Barbarians Valkyrie Bomb Tower
Skeleton Army Arrows Barbarians Valkyrie Electro Giant
Barbarians Skeleton Army Valkyrie Bomb Tower Wizard
Wizard Barbarians Valkyrie Bomb Tower Skeleton Army Electro Giant
Barbarians Skeleton Army Electro Giant Bats Valkyrie Bomb Tower
Bats Arrows Valkyrie Barbarians Bomb Tower Wizard Electro Giant

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
Arrows
Arrows
Arrows Barbarians Valkyrie
Wizard Arrows Valkyrie
Arrows Wizard Electro Giant Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard
Bats
Arrows Valkyrie Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Bats
Arrows Wizard
Arrows Valkyrie Wizard Electro Giant
Arrows Wizard
Arrows Barbarians
Arrows Electro Giant Valkyrie Wizard
Arrows Wizard
Arrows Wizard
Arrows
Bats Arrows Wizard Electro Giant
Bats Wizard Electro Giant
Arrows Wizard
Arrows
Arrows Wizard
Bats Barbarians Skeleton Army
Arrows Wizard
Arrows
Valkyrie Wizard
Arrows Wizard
Arrows Electro Giant
Electro Giant Bats
Bats
Electro Giant

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