My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Dragon Night Witch

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 Elixir Golem Valkyrie Electro Dragon Night Witch

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Tornado

Punishments

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

Elixir Golem

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.

Elixir Golem 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 Dragon

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 Elixir Golem Skeleton Army Night Witch
Giant Snowball
Bats Skeleton Army Electro Dragon Night Witch
Zap
Bats Skeleton Army Night Witch
Barbarian Barrel
Elixir Golem Valkyrie Skeleton Army Night Witch
The Log
Elixir Golem Skeleton Army
Earthquake
Elixir Golem Skeleton Army
Arrows
Bats Skeleton Army Night Witch
Royal Delivery
Bats Elixir Golem Valkyrie Skeleton Army Electro Dragon Night Witch
Fireball
Elixir Golem Skeleton Army Electro Dragon Night Witch
Poison
Bats Elixir Golem Skeleton Army Electro Dragon Night Witch
Lightning
Valkyrie Electro Dragon Night Witch
Rocket
Valkyrie Electro Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Tornado Electro Dragon

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 Elixir Golem Valkyrie Skeleton Army Tornado Night Witch

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

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 Arrows Elixir Golem Skeleton Army Tornado Valkyrie Night Witch Electro Dragon

Shortest cycle

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

11 Bats Arrows Elixir Golem Skeleton Army

Attack Synergies 2 9

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 Elixir Golem
Arrows
Elixir Golem Night Witch
Elixir Golem
Night Witch Bats Arrows Tornado Electro Dragon
Valkyrie
Bats Tornado Electro Dragon
Skeleton Army
Tornado
Elixir Golem Valkyrie Electro Dragon Night Witch
Electro Dragon
Elixir Golem Valkyrie Tornado
Night Witch
Elixir Golem Arrows Tornado

Defense Synergies 0 8

Bats
Valkyrie
Arrows
Valkyrie Tornado
Elixir Golem
Valkyrie
Bats Arrows Tornado Electro Dragon Night Witch
Skeleton Army
Electro Dragon
Tornado
Arrows Valkyrie Electro Dragon
Electro Dragon
Valkyrie Skeleton Army Tornado
Night Witch
Valkyrie

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 Electro Dragon
Skeleton Army Bats Valkyrie Electro Dragon Night Witch
Skeleton Army Tornado Bats Valkyrie Electro Dragon Night Witch
Skeleton Army Night Witch Bats Valkyrie Electro Dragon
Arrows Valkyrie Skeleton Army Tornado
Arrows Skeleton Army Tornado Bats Valkyrie Electro Dragon Night Witch
Bats Tornado Arrows Electro Dragon Night Witch
Arrows Valkyrie Electro Dragon
Skeleton Army Tornado Night Witch
Skeleton Army Tornado Valkyrie Night Witch
Bats Valkyrie Skeleton Army Arrows Tornado Electro Dragon Night Witch
Arrows Bats Tornado Electro Dragon Night Witch
Skeleton Army Night Witch Bats Valkyrie Electro Dragon
Valkyrie Skeleton Army Bats Arrows Tornado Electro Dragon Night Witch
Skeleton Army
Skeleton Army Tornado
Bats Arrows Valkyrie Skeleton Army Tornado Electro Dragon Night Witch
Arrows Valkyrie Bats Skeleton Army Tornado Electro Dragon Night Witch
Arrows Valkyrie Tornado Bats Electro Dragon
Tornado
Valkyrie Skeleton Army Bats Arrows Electro Dragon Night Witch

Counters to secondary win conditions

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

Valkyrie Skeleton Army
Arrows Valkyrie Electro Dragon
Skeleton Army Bats Valkyrie Electro Dragon
Valkyrie Skeleton Army Bats Tornado Night Witch
Valkyrie Skeleton Army Night Witch
Arrows Bats Tornado Electro Dragon
Skeleton Army Bats Valkyrie Night Witch
Valkyrie Skeleton Army
Electro Dragon Bats Valkyrie Skeleton Army Tornado
Skeleton Army
Bats Valkyrie Electro Dragon
Skeleton Army Arrows Valkyrie Tornado
Skeleton Army Valkyrie Night Witch
Valkyrie Skeleton Army Electro Dragon
Skeleton Army Electro Dragon Bats Valkyrie Tornado Night Witch
Bats Arrows Valkyrie Electro Dragon
Arrows

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 Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows Valkyrie
Arrows Valkyrie
Arrows Bats Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Bats Tornado Electro Dragon Night Witch
Arrows Valkyrie Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Bats Night Witch
Arrows Electro Dragon
Arrows Valkyrie Tornado Electro Dragon
Night Witch
Arrows Tornado
Tornado
Arrows Electro Dragon
Arrows Tornado Valkyrie Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Bats Arrows Tornado Electro Dragon Night Witch
Electro Dragon Bats
Night Witch
Arrows Electro Dragon Night Witch
Arrows Electro Dragon
Arrows
Bats Skeleton Army Electro Dragon Night Witch
Arrows Tornado Electro Dragon
Arrows
Valkyrie Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Electro Dragon
Electro Dragon Bats Tornado
Bats Tornado Electro Dragon
Electro Dragon Tornado
Electro Dragon

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