My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

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 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!

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 Inferno Dragon

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 Royal Giant Valkyrie Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

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.

Royal Giant Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Royal Giant Valkyrie 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 Goblin Barrel 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 Royal Giant Goblin Barrel Inferno Dragon
Giant Snowball
Bats Goblin Barrel Inferno Dragon
Zap
Bats Royal Giant Goblin Barrel Inferno Dragon
Barbarian Barrel
Valkyrie Goblin Barrel Electro Wizard
The Log
Royal Giant Goblin Barrel
Earthquake
Goblin Barrel
Arrows
Bats Goblin Barrel
Royal Delivery
Bats Valkyrie Goblin Barrel Electro Wizard Inferno Dragon
Fireball
Goblin Barrel Electro Wizard Inferno Dragon
Poison
Bats Electro Wizard
Lightning
Valkyrie Electro Wizard Inferno Dragon
Rocket
Valkyrie Inferno Dragon

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 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 Dragon 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.

Royal Giant Goblin Barrel

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.

Goblin Barrel 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 Goblin Barrel Valkyrie Electro Wizard Inferno Dragon Royal Giant Mega Knight

Shortest cycle

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

11 Bats Zap Goblin Barrel Valkyrie

Attack Synergies 7 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
Royal Giant Valkyrie Mega Knight Zap Goblin Barrel Inferno Dragon
Zap
Electro Wizard Bats Royal Giant Valkyrie Mega Knight
Royal Giant
Bats Goblin Barrel Zap Electro Wizard
Valkyrie
Bats Goblin Barrel Zap Electro Wizard
Goblin Barrel
Royal Giant Valkyrie Bats Mega Knight
Electro Wizard
Zap Royal Giant Valkyrie Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Zap Goblin Barrel Electro Wizard

Defense Synergies 2 11

Bats
Zap Valkyrie Electro Wizard Inferno Dragon Mega Knight
Zap
Electro Wizard Mega Knight Bats Valkyrie Inferno Dragon
Royal Giant
Valkyrie
Bats Zap Electro Wizard
Goblin Barrel
Electro Wizard
Zap Bats Valkyrie Inferno Dragon Mega Knight
Inferno Dragon
Bats Zap Electro Wizard Mega Knight
Mega Knight
Zap Bats Electro Wizard Inferno Dragon

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 Electro Wizard
Inferno Dragon Bats Zap Valkyrie Electro Wizard Mega Knight
Mega Knight Bats Valkyrie Electro Wizard Inferno Dragon
Inferno Dragon Bats Valkyrie Electro Wizard Mega Knight
Valkyrie Mega Knight
Bats Zap Valkyrie Electro Wizard Mega Knight
Bats Electro Wizard Inferno Dragon Zap
Zap Valkyrie Electro Wizard Mega Knight
Inferno Dragon
Valkyrie Electro Wizard Mega Knight
Bats Valkyrie Electro Wizard Zap Mega Knight
Inferno Dragon Bats Zap Electro Wizard
Mega Knight Bats Zap Valkyrie Electro Wizard
Valkyrie Mega Knight Bats Zap Electro Wizard
Inferno Dragon Electro Wizard Mega Knight
Zap Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bats Valkyrie Electro Wizard
Mega Knight Bats Zap Valkyrie Electro Wizard
Zap Valkyrie Bats Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Valkyrie Mega Knight Bats Electro Wizard

Counters to secondary win conditions

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

Valkyrie Mega Knight Zap Electro Wizard
Electro Wizard Zap Valkyrie Inferno Dragon Mega Knight
Mega Knight Bats Zap Valkyrie Electro Wizard
Valkyrie Mega Knight Bats Zap Electro Wizard
Valkyrie Inferno Dragon Mega Knight
Bats Zap Electro Wizard
Bats Valkyrie Electro Wizard
Mega Knight Valkyrie Inferno Dragon
Zap Electro Wizard Mega Knight Bats Valkyrie Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats Valkyrie
Mega Knight Zap Valkyrie Electro Wizard
Mega Knight Valkyrie
Valkyrie Mega Knight
Electro Wizard Bats Zap Valkyrie Inferno Dragon
Bats Valkyrie Mega Knight Zap Electro Wizard Inferno Dragon

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
Zap Valkyrie Mega Knight
Bats Zap
Zap
Zap
Bats Electro Wizard
Zap Valkyrie Electro Wizard
Zap
Zap
Zap
Mega Knight
Bats
Zap Electro Wizard Mega Knight
Zap Valkyrie Mega Knight
Mega Knight
Zap
Zap Valkyrie Mega Knight
Inferno Dragon
Zap Electro Wizard
Zap Mega Knight
Zap
Bats Zap Electro Wizard
Zap Electro Wizard Bats
Zap Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Bats
Zap Electro Wizard
Valkyrie Electro Wizard Mega Knight
Zap
Zap
Mega Knight
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard Mega Knight

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