My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
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 Magic Archer

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 P.E.K.K.A Magic Archer

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.

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.

Valkyrie Hog Rider P.E.K.K.A Magic Archer

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 Magic Archer

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 Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Skeleton Army
Barbarian Barrel
Valkyrie Wizard Skeleton Army Magic Archer
The Log
Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Valkyrie Hog Rider Wizard Skeleton Army P.E.K.K.A Magic Archer
Fireball
Hog Rider Wizard Skeleton Army Magic Archer
Poison
Bats Wizard Skeleton Army Magic Archer
Lightning
Valkyrie Wizard Magic Archer
Rocket
Valkyrie Hog Rider Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Wizard Magic Archer

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 P.E.K.K.A

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

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 Hog Rider Magic Archer Wizard P.E.K.K.A

Shortest cycle

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

11 Bats Zap Skeleton Army Valkyrie

Attack Synergies 6 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.

Bats
Valkyrie Hog Rider Zap P.E.K.K.A
Zap
Hog Rider P.E.K.K.A Bats Valkyrie Magic Archer
Valkyrie
Bats Hog Rider Zap Wizard P.E.K.K.A Magic Archer
Hog Rider
Bats Zap Valkyrie Wizard Magic Archer
Wizard
Valkyrie Hog Rider P.E.K.K.A
Skeleton Army
P.E.K.K.A
Zap Magic Archer Bats Valkyrie Wizard
Magic Archer
P.E.K.K.A Zap Valkyrie Hog Rider

Defense Synergies 0 13

Bats
Zap Valkyrie P.E.K.K.A
Zap
Bats Valkyrie Skeleton Army P.E.K.K.A Magic Archer
Valkyrie
Bats Zap Wizard P.E.K.K.A Magic Archer
Hog Rider
Wizard
Valkyrie Skeleton Army P.E.K.K.A
Skeleton Army
Zap Wizard Magic Archer
P.E.K.K.A
Bats Zap Valkyrie Wizard
Magic Archer
Zap Valkyrie Skeleton Army

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 Magic Archer
Skeleton Army P.E.K.K.A Bats Zap Valkyrie
Skeleton Army P.E.K.K.A Bats Valkyrie
Skeleton Army P.E.K.K.A Bats Valkyrie
Valkyrie Skeleton Army P.E.K.K.A
Skeleton Army Bats Zap Valkyrie Magic Archer
Bats Zap Wizard Magic Archer
Zap Valkyrie P.E.K.K.A Magic Archer
P.E.K.K.A Skeleton Army
Skeleton Army Valkyrie
Bats Valkyrie Skeleton Army Zap Wizard Magic Archer
Bats Zap Wizard Magic Archer
Skeleton Army P.E.K.K.A Bats Zap Valkyrie Wizard
Valkyrie Wizard Skeleton Army Bats Zap P.E.K.K.A Magic Archer
Skeleton Army P.E.K.K.A
Skeleton Army Zap P.E.K.K.A
Wizard Bats Valkyrie Skeleton Army P.E.K.K.A
Valkyrie Bats Zap Wizard Skeleton Army Magic Archer
Zap Valkyrie Wizard Bats Magic Archer
P.E.K.K.A
Valkyrie Wizard Skeleton Army Bats P.E.K.K.A
P.E.K.K.A Skeleton Army

Counters to secondary win conditions

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

Valkyrie Skeleton Army Zap P.E.K.K.A
Zap Valkyrie Wizard Magic Archer
Skeleton Army P.E.K.K.A Bats Zap Valkyrie
Valkyrie Skeleton Army P.E.K.K.A Bats Zap
P.E.K.K.A Valkyrie Skeleton Army
Wizard Bats Zap Magic Archer
Skeleton Army P.E.K.K.A Bats Valkyrie
P.E.K.K.A Valkyrie Skeleton Army
Zap P.E.K.K.A Bats Valkyrie Skeleton Army Magic Archer
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Valkyrie
Skeleton Army P.E.K.K.A Zap Valkyrie
Skeleton Army P.E.K.K.A Valkyrie Wizard
Wizard Valkyrie Skeleton Army Magic Archer
Skeleton Army Bats Zap Valkyrie P.E.K.K.A Magic Archer
Bats Valkyrie Zap Wizard P.E.K.K.A Magic Archer
Zap

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.)

Magic Archer Valkyrie
Zap Magic Archer
Magic Archer
Valkyrie
Wizard Zap Valkyrie Magic Archer
Wizard Bats Zap Magic Archer
Wizard Magic Archer
Zap Wizard Magic Archer
Zap Wizard
Bats
Zap Valkyrie Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Wizard Magic Archer
Magic Archer Wizard
Bats
Zap Wizard Magic Archer
Zap Valkyrie Wizard Magic Archer
Magic Archer
Wizard
Zap
Zap Valkyrie Wizard Magic Archer
Zap Wizard Magic Archer
Zap Wizard Magic Archer
Zap Magic Archer
Bats Zap Wizard Magic Archer
Zap Bats Wizard
Zap Wizard Magic Archer
Zap Magic Archer
P.E.K.K.A
Wizard Magic Archer
Zap Bats Skeleton Army Magic Archer
Zap Wizard Magic Archer
Valkyrie Wizard Magic Archer
Zap Wizard Magic Archer
Zap
P.E.K.K.A
Zap Bats Magic Archer
Bats Zap Magic Archer
Zap Magic Archer
P.E.K.K.A
Wizard

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