My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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 Wizard

Defensive buildings

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

Cannon

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 Electro Wizard Skeleton King

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Elite Barbarians Hog Rider

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.

Elite Barbarians Valkyrie Hog Rider Skeleton King

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.

Elite Barbarians Valkyrie Hog Rider 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 Elite Barbarians Hog Rider Skeleton King
Giant Snowball
Bats Cannon Hog Rider Skeleton King
Zap
Bats Cannon Skeleton King
Barbarian Barrel
Cannon Elite Barbarians Valkyrie Electro Wizard Skeleton King
The Log
Cannon Elite Barbarians Hog Rider Skeleton King
Earthquake
Cannon Hog Rider Skeleton King
Arrows
Bats Skeleton King
Royal Delivery
Bats Elite Barbarians Valkyrie Hog Rider Electro Wizard Skeleton King
Fireball
Cannon Elite Barbarians Hog Rider Electro Wizard Skeleton King
Poison
Bats Cannon Electro Wizard Skeleton King
Lightning
Cannon Elite Barbarians Valkyrie Electro Wizard Skeleton King
Rocket
Elite Barbarians Valkyrie Hog Rider Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Skeleton King

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 Valkyrie

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.

Elite Barbarians

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.

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 Zap Cannon Valkyrie Hog Rider Electro Wizard Skeleton King Elite Barbarians

Shortest cycle

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

11 Bats Zap Cannon Valkyrie

Attack Synergies 7 7

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 Hog Rider Zap Elite Barbarians Skeleton King
Zap
Elite Barbarians Hog Rider Electro Wizard Bats Valkyrie
Cannon
Elite Barbarians
Zap Valkyrie Bats Hog Rider
Valkyrie
Bats Elite Barbarians Hog Rider Zap Electro Wizard
Hog Rider
Bats Zap Valkyrie Elite Barbarians Electro Wizard
Electro Wizard
Zap Valkyrie Hog Rider
Skeleton King
Bats

Defense Synergies 3 10

Bats
Zap Cannon Valkyrie Electro Wizard Skeleton King
Zap
Cannon Electro Wizard Bats Elite Barbarians Valkyrie
Cannon
Zap Bats Valkyrie Electro Wizard
Elite Barbarians
Valkyrie Zap
Valkyrie
Elite Barbarians Bats Zap Cannon Electro Wizard
Hog Rider
Electro Wizard
Zap Bats Cannon Valkyrie
Skeleton King
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.

Zap Cannon Valkyrie Electro Wizard
Elite Barbarians Bats Zap Cannon Valkyrie Electro Wizard
Cannon Bats Elite Barbarians Valkyrie Electro Wizard
Cannon Elite Barbarians Bats Valkyrie Electro Wizard Skeleton King
Elite Barbarians Valkyrie
Bats Zap Cannon Valkyrie Electro Wizard
Bats Electro Wizard Zap Cannon
Zap Cannon Valkyrie Electro Wizard
Cannon Elite Barbarians Skeleton King
Elite Barbarians Cannon Valkyrie Electro Wizard
Bats Valkyrie Electro Wizard Zap Cannon Skeleton King
Bats Zap Electro Wizard
Cannon Bats Zap Elite Barbarians Valkyrie Electro Wizard
Valkyrie Bats Zap Cannon Electro Wizard Skeleton King
Elite Barbarians Cannon Electro Wizard Skeleton King
Zap Cannon Elite Barbarians Electro Wizard
Bats Cannon Elite Barbarians Valkyrie Electro Wizard
Cannon Bats Zap Elite Barbarians Valkyrie Electro Wizard
Zap Valkyrie Bats Cannon Electro Wizard
Cannon Elite Barbarians Electro Wizard
Valkyrie Bats Cannon Elite Barbarians Electro Wizard

Counters to secondary win conditions

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

Valkyrie Zap Elite Barbarians Electro Wizard
Electro Wizard Zap Elite Barbarians Valkyrie
Bats Zap Elite Barbarians Valkyrie Electro Wizard
Valkyrie Bats Zap Elite Barbarians Electro Wizard
Cannon Elite Barbarians Valkyrie
Bats Zap Electro Wizard
Bats Elite Barbarians Valkyrie Electro Wizard
Elite Barbarians Valkyrie
Zap Electro Wizard Bats Elite Barbarians Valkyrie
Cannon
Bats Elite Barbarians Valkyrie
Zap Elite Barbarians Valkyrie Electro Wizard
Elite Barbarians Cannon Valkyrie Skeleton King
Cannon Valkyrie
Elite Barbarians Electro Wizard Bats Zap Valkyrie Skeleton King
Bats Valkyrie Zap Cannon Elite Barbarians Electro Wizard Skeleton King
Zap Cannon 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.)

Valkyrie
Zap Electro Wizard
Valkyrie
Zap Valkyrie
Bats Zap
Zap
Zap
Bats Elite Barbarians Electro Wizard
Zap Valkyrie Electro Wizard
Zap
Elite Barbarians
Zap Elite Barbarians
Zap
Bats
Zap Electro Wizard
Zap Valkyrie
Zap
Zap Valkyrie
Zap Electro Wizard
Zap
Zap
Elite Barbarians Bats Zap Electro Wizard
Zap Electro Wizard Bats
Elite Barbarians
Zap
Zap Electro Wizard
Zap Electro Wizard Bats
Zap Electro Wizard
Valkyrie Electro Wizard
Zap Skeleton King
Zap
Elite Barbarians
Zap Bats Elite Barbarians Electro Wizard Skeleton King
Bats Zap Electro Wizard
Zap Electro Wizard

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