My Best Clash Royale Deck

Deck Check Rating

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

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 Hunter

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.

Bomber Bats Valkyrie Battle Ram Rune Giant Hunter Mega Knight

Offensive cards

Win conditions

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

Battle Ram Rune 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.

Battle Ram Mega Knight

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 Battle Ram Rune Giant Mega Knight

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
Bomber Bats Battle Ram Skeleton Army
Giant Snowball
Bomber Bats Battle Ram Skeleton Army
Zap
Bomber Bats Battle Ram Skeleton Army
Barbarian Barrel
Bomber Valkyrie Battle Ram Skeleton Army Hunter
The Log
Bomber Battle Ram Skeleton Army Hunter
Earthquake
Bomber Skeleton Army
Arrows
Bomber Bats Skeleton Army
Royal Delivery
Bomber Bats Valkyrie Battle Ram Skeleton Army Hunter
Fireball
Bomber Battle Ram Skeleton Army Hunter
Poison
Bomber Bats Skeleton Army Hunter
Lightning
Valkyrie Battle Ram Hunter
Rocket
Valkyrie Hunter

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Valkyrie Hunter Mega Knight

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 Battle Ram Skeleton Army Rune Giant Mega Knight

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.

Bomber Bats Skeleton Army Valkyrie Battle Ram Rune Giant Hunter Mega Knight

Shortest cycle

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

11 Bomber Bats Skeleton Army Valkyrie

Attack Synergies 2 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.

Bomber
Bats Valkyrie Battle Ram Mega Knight
Bats
Valkyrie Mega Knight Bomber Battle Ram Rune Giant
Valkyrie
Bats Bomber Battle Ram Hunter
Battle Ram
Bomber Bats Valkyrie Hunter
Skeleton Army
Rune Giant
Bats
Hunter
Valkyrie Battle Ram Mega Knight
Mega Knight
Bats Bomber Hunter

Defense Synergies 0 7

Bomber
Bats Valkyrie
Bats
Bomber Valkyrie Hunter Mega Knight
Valkyrie
Bomber Bats Hunter
Battle Ram
Skeleton Army
Rune Giant
Hunter
Bats Valkyrie Mega Knight
Mega Knight
Bats Hunter

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.

Bomber Valkyrie
Skeleton Army Hunter Bats Valkyrie Mega Knight
Skeleton Army Hunter Mega Knight Bomber Bats Valkyrie
Skeleton Army Hunter Bats Valkyrie Mega Knight
Bomber Valkyrie Skeleton Army Mega Knight
Skeleton Army Bomber Bats Valkyrie Hunter Mega Knight
Bats Hunter
Valkyrie Mega Knight
Hunter Skeleton Army
Skeleton Army Bomber Valkyrie Hunter Mega Knight
Bats Valkyrie Skeleton Army Bomber Hunter Mega Knight
Hunter Bats
Skeleton Army Hunter Mega Knight Bomber Bats Valkyrie
Bomber Valkyrie Skeleton Army Mega Knight Bats Hunter
Skeleton Army Hunter Mega Knight
Skeleton Army Hunter Mega Knight
Mega Knight Bomber Bats Valkyrie Skeleton Army Hunter
Valkyrie Mega Knight Bomber Bats Skeleton Army Hunter
Valkyrie Hunter Bomber Bats Mega Knight
Hunter
Bomber Valkyrie Skeleton Army Mega Knight Bats Hunter
Skeleton Army Hunter

Counters to secondary win conditions

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

Valkyrie Skeleton Army Mega Knight
Bomber Valkyrie Hunter Mega Knight
Skeleton Army Mega Knight Bats Valkyrie Hunter
Valkyrie Skeleton Army Hunter Mega Knight Bats
Valkyrie Skeleton Army Hunter Mega Knight
Bats Hunter
Skeleton Army Bats Valkyrie Hunter
Mega Knight Valkyrie Skeleton Army Hunter
Mega Knight Bats Valkyrie Skeleton Army
Skeleton Army
Mega Knight Bats Valkyrie Hunter
Skeleton Army Mega Knight Valkyrie
Skeleton Army Mega Knight Valkyrie Hunter
Bomber Valkyrie Skeleton Army Mega Knight
Skeleton Army Bomber Bats Valkyrie Hunter
Bats Valkyrie Mega Knight Bomber Hunter
Bomber

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
Valkyrie
Bomber Valkyrie Mega Knight
Bats Hunter
Bomber
Hunter
Bats
Valkyrie
Hunter
Bomber Hunter
Mega Knight
Bomber Bats
Bomber Hunter Mega Knight
Bomber Valkyrie Mega Knight
Mega Knight
Bomber Valkyrie Hunter Mega Knight
Hunter
Mega Knight
Bats Hunter
Bats
Bomber Hunter Mega Knight
Mega Knight
Bats Skeleton Army
Hunter
Valkyrie Hunter Mega Knight
Bomber
Mega Knight
Bats
Bats
Mega Knight
Mega Knight

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