My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Wizard Witch Goblin Giant

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 Wizard Witch Goblin Giant

Offensive cards

Win conditions

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

Elixir Golem Goblin 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.

Elixir Golem Goblin Giant

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie 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 Elixir Golem Valkyrie Skeleton Army

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.

Wizard Witch

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.

Mirror Bats Elixir Golem Skeleton Army Valkyrie Wizard Witch Goblin Giant

Shortest cycle

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

8 Mirror Bats Elixir Golem Skeleton Army

Attack Synergies 1 10

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 Goblin Giant
Elixir Golem
Bats Wizard Mirror Witch
Valkyrie
Bats Wizard Witch
Wizard
Elixir Golem Valkyrie Goblin Giant
Mirror
Elixir Golem Skeleton Army
Skeleton Army
Mirror
Witch
Elixir Golem Valkyrie Goblin Giant
Goblin Giant
Bats Wizard Witch

Defense Synergies 1 6

Bats
Valkyrie Goblin Giant
Elixir Golem
Valkyrie
Bats Wizard Mirror Witch
Wizard
Valkyrie Skeleton Army
Mirror
Skeleton Army Valkyrie
Skeleton Army
Mirror Wizard
Witch
Valkyrie
Goblin Giant
Bats

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 Goblin Giant
Skeleton Army Bats Valkyrie Witch
Skeleton Army Witch Bats Valkyrie
Skeleton Army Witch Bats Valkyrie
Valkyrie Skeleton Army
Skeleton Army Bats Valkyrie
Bats Wizard Witch
Valkyrie Goblin Giant
Witch Skeleton Army
Skeleton Army Valkyrie
Bats Valkyrie Skeleton Army Witch Wizard Goblin Giant
Bats Wizard Witch
Skeleton Army Bats Valkyrie Wizard Witch
Valkyrie Wizard Skeleton Army Bats Witch
Skeleton Army
Skeleton Army
Wizard Bats Valkyrie Skeleton Army Witch
Bats Valkyrie Wizard Skeleton Army Witch
Valkyrie Wizard Witch Bats
Valkyrie Wizard Skeleton Army Bats Witch Goblin Giant

Counters to secondary win conditions

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

Valkyrie Skeleton Army Witch
Valkyrie Wizard
Skeleton Army Bats Valkyrie Witch Goblin Giant
Valkyrie Skeleton Army Bats Goblin Giant
Valkyrie Skeleton Army Witch Goblin Giant
Wizard Bats Witch Goblin Giant
Skeleton Army Bats Valkyrie Witch Goblin Giant
Valkyrie Skeleton Army Goblin Giant
Bats Valkyrie Skeleton Army Witch
Witch Skeleton Army Goblin Giant
Bats Valkyrie Witch
Skeleton Army Valkyrie Goblin Giant
Skeleton Army Valkyrie Wizard Witch Goblin Giant
Wizard Valkyrie Skeleton Army Witch
Skeleton Army Witch Bats Valkyrie Goblin Giant
Bats Valkyrie Wizard Witch

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.)

Valkyrie
Goblin Giant
Valkyrie
Wizard Valkyrie
Wizard Bats Witch Goblin Giant
Wizard Witch
Wizard
Wizard
Bats
Valkyrie Wizard
Wizard
Wizard Witch
Wizard
Bats
Wizard
Valkyrie Wizard Witch
Wizard
Valkyrie Wizard Witch
Witch
Wizard Witch
Wizard Witch
Bats Wizard Witch
Bats Wizard Witch
Wizard
Wizard
Bats Skeleton Army Witch
Wizard Witch
Valkyrie Wizard
Wizard
Bats Witch
Bats Witch
Witch Goblin Giant
Wizard

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