My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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 Wizard Witch 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 Valkyrie Wizard Witch Electro Giant Electro Wizard

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.

Zap

Punishments

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

Electro 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie 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 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.

Wizard Witch 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 Skeleton Army Valkyrie Electro Wizard Wizard Witch Electro Giant

Shortest cycle

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

11 Bats Zap Skeleton Army Valkyrie

Attack Synergies 2 6

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 Zap
Zap
Electro Wizard Bats Valkyrie Witch
Valkyrie
Bats Zap Wizard Witch Electro Wizard
Wizard
Valkyrie
Skeleton Army
Witch
Zap Valkyrie
Electro Giant
Electro Wizard
Zap Valkyrie

Defense Synergies 1 13

Bats
Zap Valkyrie Electro Wizard
Zap
Electro Wizard Bats Valkyrie Skeleton Army Witch
Valkyrie
Bats Zap Wizard Witch Electro Wizard
Wizard
Valkyrie Skeleton Army Electro Wizard
Skeleton Army
Zap Wizard Electro Wizard
Witch
Zap Valkyrie Electro Wizard
Electro Giant
Electro Wizard
Zap Bats Valkyrie Wizard Skeleton Army Witch

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 Valkyrie Wizard Electro Wizard
Skeleton Army Bats Zap Valkyrie Witch Electro Wizard
Skeleton Army Witch Bats Valkyrie Electro Wizard
Skeleton Army Witch Bats Valkyrie Electro Wizard
Valkyrie Skeleton Army
Skeleton Army Bats Zap Valkyrie Electro Wizard
Bats Electro Wizard Zap Wizard Witch
Zap Valkyrie Electro Giant Electro Wizard
Witch Skeleton Army
Skeleton Army Valkyrie Electro Wizard
Bats Valkyrie Skeleton Army Witch Electro Wizard Zap Wizard Electro Giant
Bats Zap Wizard Witch Electro Wizard
Skeleton Army Bats Zap Valkyrie Wizard Witch Electro Wizard
Valkyrie Wizard Skeleton Army Bats Zap Witch Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Zap Electro Giant Electro Wizard
Wizard Bats Valkyrie Skeleton Army Witch Electro Wizard
Valkyrie Bats Zap Wizard Skeleton Army Witch Electro Wizard
Zap Valkyrie Wizard Witch Bats Electro Wizard
Electro Wizard
Valkyrie Wizard Skeleton Army Bats Witch Electro Giant Electro Wizard

Counters to secondary win conditions

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

Valkyrie Skeleton Army Zap Witch Electro Giant Electro Wizard
Electro Wizard Zap Valkyrie Wizard
Skeleton Army Bats Zap Valkyrie Witch Electro Wizard
Valkyrie Skeleton Army Bats Zap Electro Wizard
Valkyrie Skeleton Army Witch
Wizard Electro Giant Bats Zap Witch Electro Wizard
Skeleton Army Bats Valkyrie Witch Electro Wizard
Valkyrie Skeleton Army
Zap Electro Wizard Bats Valkyrie Skeleton Army Witch
Witch Skeleton Army
Bats Valkyrie Witch
Skeleton Army Zap Valkyrie Electro Giant Electro Wizard
Skeleton Army Valkyrie Wizard Witch
Wizard Valkyrie Skeleton Army Witch Electro Giant
Skeleton Army Witch Electro Giant Electro Wizard Bats Zap Valkyrie
Bats Valkyrie Zap Wizard Witch Electro Giant Electro Wizard
Zap 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
Wizard Zap Valkyrie
Wizard Electro Giant Bats Zap Witch
Wizard Witch
Zap Wizard
Zap Wizard
Bats Electro Wizard
Zap Valkyrie Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Witch
Wizard
Bats
Zap Wizard Electro Wizard
Zap Valkyrie Wizard Witch Electro Giant
Wizard
Zap
Zap Electro Giant Valkyrie Wizard Witch
Witch
Zap Wizard Witch Electro Wizard
Zap Wizard Witch
Zap
Bats Zap Wizard Witch Electro Giant Electro Wizard
Zap Electro Wizard Bats Wizard Witch Electro Giant
Zap Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Bats Skeleton Army Witch
Zap Wizard Witch Electro Wizard
Valkyrie Wizard Electro Wizard
Zap Wizard
Zap Electro Giant
Zap Electro Giant Bats Witch Electro Wizard
Bats Zap Witch Electro Wizard
Zap Witch Electro Giant Electro Wizard
Wizard

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