My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding 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 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 Giant Skeleton Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap The Log

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 Giant Skeleton

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

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 The Log

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 Giant Skeleton

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Zap The Log Cannon Valkyrie Electro Wizard Goblinstein Giant Skeleton

Shortest cycle

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

9 Bats Zap The Log Cannon

Attack Synergies 3 8

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 Giant Skeleton Zap
Zap
Electro Wizard Bats Valkyrie Giant Skeleton The Log
Cannon
Valkyrie
Bats Zap Giant Skeleton Electro Wizard
Giant Skeleton
Bats Zap Valkyrie The Log Electro Wizard
The Log
Zap Giant Skeleton
Electro Wizard
Zap Valkyrie Giant Skeleton
Goblinstein

Defense Synergies 3 16

Bats
Zap Cannon Valkyrie Giant Skeleton The Log Electro Wizard
Zap
Cannon Electro Wizard Bats Valkyrie Giant Skeleton The Log
Cannon
Zap The Log Bats Valkyrie Electro Wizard
Valkyrie
Bats Zap Cannon The Log Electro Wizard
Giant Skeleton
Bats Zap The Log Electro Wizard
The Log
Cannon Bats Zap Valkyrie Giant Skeleton Electro Wizard
Electro Wizard
Zap Bats Cannon Valkyrie Giant Skeleton The Log
Goblinstein

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 The Log Electro Wizard
Bats Zap Cannon Valkyrie The Log Electro Wizard
Cannon Bats Valkyrie Giant Skeleton Electro Wizard
Cannon Bats Valkyrie Electro Wizard
Valkyrie Giant Skeleton The Log
The Log Bats Zap Cannon Valkyrie Electro Wizard
Bats Electro Wizard Zap Cannon
Zap Cannon Valkyrie Giant Skeleton The Log Electro Wizard
Cannon
Cannon Valkyrie Giant Skeleton Electro Wizard
Bats Valkyrie Electro Wizard Zap Cannon Giant Skeleton The Log
Bats Zap Electro Wizard
Cannon Bats Zap Valkyrie Giant Skeleton The Log Electro Wizard
Valkyrie Bats Zap Cannon The Log Electro Wizard
Cannon Electro Wizard
Zap Cannon The Log Electro Wizard
Bats Cannon Valkyrie Electro Wizard
Cannon Valkyrie Bats Zap The Log Electro Wizard
Zap Valkyrie The Log Bats Cannon Giant Skeleton Electro Wizard
Cannon Electro Wizard
Valkyrie Bats Cannon Giant Skeleton The Log Electro Wizard
Cannon

Counters to secondary win conditions

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

Valkyrie Zap Giant Skeleton Electro Wizard
Electro Wizard Zap Valkyrie The Log
Giant Skeleton Bats Zap Valkyrie The Log Electro Wizard
Valkyrie Giant Skeleton Bats Zap The Log Electro Wizard
Giant Skeleton Cannon Valkyrie
Bats Zap Electro Wizard
Bats Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Valkyrie
Zap Giant Skeleton Electro Wizard Bats Valkyrie The Log
Cannon
Bats Valkyrie Giant Skeleton
Zap Valkyrie Giant Skeleton The Log Electro Wizard
Giant Skeleton Cannon Valkyrie
Cannon Valkyrie
Electro Wizard Bats Zap Valkyrie Giant Skeleton The Log
Bats Valkyrie Zap Cannon Giant Skeleton The Log Electro Wizard
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 Giant Skeleton The Log
Zap The Log Electro Wizard
Giant Skeleton The Log
Valkyrie Giant Skeleton The Log
Zap Valkyrie The Log
Bats Zap
The Log
The Log Zap
The Log Zap
Bats Electro Wizard
Zap Valkyrie The Log Electro Wizard
Zap
The Log
Zap The Log
Zap The Log
The Log
Bats
Zap The Log Electro Wizard
Zap Valkyrie The Log
Giant Skeleton The Log
The Log
Zap The Log
Zap The Log Valkyrie
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Bats Zap Electro Wizard
Zap Electro Wizard Bats
Zap The Log
Zap Electro Wizard
Giant Skeleton
The Log
Zap Electro Wizard Bats
Zap Electro Wizard
The Log
Valkyrie Electro Wizard
The Log Zap
Zap Giant Skeleton
Zap Bats Giant Skeleton The Log Electro Wizard
Bats Zap Electro Wizard
Zap Giant Skeleton The Log Electro Wizard

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