My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Inferno Tower Electro Wizard

Defensive buildings

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

Cannon Inferno Tower

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 Mega Knight

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.

Fireball

Punishments

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

Hog Rider Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Valkyrie Hog Rider 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 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 Hog Rider
Giant Snowball
Bats Cannon Hog Rider
Zap
Bats Cannon Inferno Tower
Barbarian Barrel
Cannon Valkyrie Inferno Tower Electro Wizard
The Log
Cannon Hog Rider
Earthquake
Cannon Hog Rider Inferno Tower
Arrows
Bats
Royal Delivery
Bats Valkyrie Hog Rider Electro Wizard
Fireball
Cannon Hog Rider Inferno Tower Electro Wizard
Poison
Bats Cannon Inferno Tower Electro Wizard
Lightning
Cannon Valkyrie Inferno Tower Electro Wizard
Rocket
Valkyrie Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Mega Knight

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 Inferno Tower 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.

Fireball

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.

Fireball 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 Cannon Fireball Valkyrie Hog Rider Electro Wizard Inferno Tower Mega Knight

Shortest cycle

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

13 Bats Cannon Fireball Valkyrie

Attack Synergies 5 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 Hog Rider Mega Knight
Cannon
Fireball
Hog Rider Electro Wizard Mega Knight
Valkyrie
Bats Hog Rider Electro Wizard
Hog Rider
Bats Fireball Valkyrie Electro Wizard Mega Knight
Inferno Tower
Electro Wizard
Fireball Valkyrie Hog Rider Mega Knight
Mega Knight
Bats Fireball Hog Rider Electro Wizard

Defense Synergies 1 17

Bats
Cannon Valkyrie Inferno Tower Electro Wizard Mega Knight
Cannon
Bats Fireball Valkyrie Inferno Tower Electro Wizard
Fireball
Cannon Valkyrie Inferno Tower Electro Wizard Mega Knight
Valkyrie
Bats Cannon Fireball Inferno Tower Electro Wizard
Hog Rider
Inferno Tower
Electro Wizard Bats Cannon Fireball Valkyrie Mega Knight
Electro Wizard
Inferno Tower Bats Cannon Fireball Valkyrie Mega Knight
Mega Knight
Bats Fireball Inferno Tower Electro Wizard

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.

Cannon Fireball Valkyrie Inferno Tower Electro Wizard
Inferno Tower Bats Cannon Valkyrie Electro Wizard Mega Knight
Cannon Inferno Tower Mega Knight Bats Valkyrie Electro Wizard
Cannon Inferno Tower Bats Valkyrie Electro Wizard Mega Knight
Fireball Valkyrie Mega Knight
Fireball Bats Cannon Valkyrie Electro Wizard Mega Knight
Bats Inferno Tower Electro Wizard Cannon Fireball
Cannon Fireball Valkyrie Inferno Tower Electro Wizard Mega Knight
Cannon Inferno Tower
Cannon Valkyrie Inferno Tower Electro Wizard Mega Knight
Bats Valkyrie Electro Wizard Cannon Fireball Mega Knight
Inferno Tower Bats Fireball Electro Wizard
Cannon Inferno Tower Mega Knight Bats Fireball Valkyrie Electro Wizard
Fireball Valkyrie Mega Knight Bats Cannon Electro Wizard
Inferno Tower Cannon Electro Wizard Mega Knight
Inferno Tower Cannon Fireball Electro Wizard Mega Knight
Mega Knight Bats Cannon Fireball Valkyrie Inferno Tower Electro Wizard
Cannon Fireball Valkyrie Mega Knight Bats Electro Wizard
Valkyrie Bats Cannon Fireball Electro Wizard Mega Knight
Cannon Inferno Tower Electro Wizard
Valkyrie Mega Knight Bats Cannon Fireball Electro Wizard

Counters to secondary win conditions

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

Valkyrie Mega Knight Fireball Inferno Tower Electro Wizard
Fireball Electro Wizard Valkyrie Mega Knight
Mega Knight Bats Valkyrie Inferno Tower Electro Wizard
Valkyrie Mega Knight Bats Fireball Inferno Tower Electro Wizard
Inferno Tower Cannon Valkyrie Mega Knight
Fireball Bats Electro Wizard
Bats Fireball Valkyrie Inferno Tower Electro Wizard
Inferno Tower Mega Knight Valkyrie
Electro Wizard Mega Knight Bats Fireball Valkyrie Inferno Tower
Inferno Tower Cannon
Mega Knight Bats Valkyrie Inferno Tower
Mega Knight Fireball Valkyrie Electro Wizard
Mega Knight Cannon Fireball Valkyrie Inferno Tower
Cannon Fireball Valkyrie Mega Knight
Inferno Tower Electro Wizard Bats Fireball Valkyrie
Bats Valkyrie Mega Knight Cannon Fireball Inferno Tower Electro Wizard
Cannon Fireball Inferno Tower 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.)

Fireball Valkyrie
Fireball Electro Wizard
Fireball
Fireball Valkyrie
Fireball Valkyrie Mega Knight
Fireball Bats
Fireball
Fireball
Bats Fireball Electro Wizard
Fireball Valkyrie Electro Wizard
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Mega Knight
Fireball
Bats
Fireball Electro Wizard Mega Knight
Fireball Valkyrie Mega Knight
Fireball Mega Knight
Fireball
Fireball
Fireball Valkyrie Mega Knight
Fireball Electro Wizard
Fireball Mega Knight
Fireball
Bats Fireball Electro Wizard
Electro Wizard Bats Fireball
Fireball
Fireball Mega Knight
Fireball Electro Wizard
Mega Knight
Fireball
Electro Wizard Bats Fireball
Fireball Electro Wizard
Fireball
Fireball Valkyrie Electro Wizard Mega Knight
Fireball
Fireball
Mega Knight
Bats Fireball Electro Wizard
Bats Fireball Electro Wizard
Fireball Electro Wizard Mega Knight
Fireball Mega Knight

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