My Best Clash Royale Deck

Deck Check Rating

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

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 Three Musketeers Night Witch

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 Giant Three Musketeers Night Witch

Offensive cards

Win conditions

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

Giant Three Musketeers

Damage spells

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

Zap Rage

Punishments

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

Giant

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.

Heal Spirit Valkyrie Giant

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
Bats Giant Three Musketeers Night Witch
Giant Snowball
Bats Three Musketeers Night Witch
Zap
Bats Three Musketeers Night Witch
Barbarian Barrel
Heal Spirit Valkyrie Three Musketeers Night Witch
The Log
Heal Spirit Three Musketeers
Earthquake
Arrows
Bats Heal Spirit Night Witch
Royal Delivery
Bats Heal Spirit Valkyrie Three Musketeers Night Witch
Fireball
Three Musketeers Night Witch
Poison
Bats Three Musketeers Night Witch
Lightning
Valkyrie Three Musketeers Night Witch
Rocket
Valkyrie Three Musketeers Night Witch

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

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 Heal Spirit Valkyrie Rage Night Witch

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.

Heal Spirit Three Musketeers

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Bats Zap Rage Valkyrie Night Witch Giant Three Musketeers

Shortest cycle

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

7 Heal Spirit Bats Zap Rage

Attack Synergies 5 15

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 Zap Rage
Zap
Giant Bats Heal Spirit Valkyrie Three Musketeers Night Witch
Heal Spirit
Zap Valkyrie Giant Three Musketeers Night Witch
Valkyrie
Bats Zap Heal Spirit Giant Three Musketeers
Giant
Bats Zap Rage Night Witch Heal Spirit Valkyrie Three Musketeers
Three Musketeers
Zap Heal Spirit Valkyrie Giant Rage
Rage
Giant Bats Three Musketeers Night Witch
Night Witch
Giant Zap Heal Spirit Rage

Defense Synergies 0 6

Bats
Zap Valkyrie
Zap
Bats Valkyrie Three Musketeers Night Witch
Heal Spirit
Valkyrie
Bats Zap Night Witch
Giant
Three Musketeers
Zap
Rage
Night Witch
Zap Valkyrie

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
Bats Zap Valkyrie Three Musketeers Night Witch
Three Musketeers Bats Valkyrie Night Witch
Three Musketeers Night Witch Bats Valkyrie
Valkyrie
Bats Zap Valkyrie Night Witch
Bats Three Musketeers Zap Night Witch
Zap Valkyrie
Three Musketeers Night Witch
Valkyrie Night Witch
Bats Valkyrie Zap Night Witch
Three Musketeers Bats Zap Night Witch
Night Witch Bats Zap Valkyrie Three Musketeers
Valkyrie Three Musketeers Bats Zap Night Witch
Three Musketeers
Zap Three Musketeers
Three Musketeers Bats Valkyrie Night Witch
Bats Zap Valkyrie Three Musketeers Night Witch
Zap Valkyrie Bats
Three Musketeers
Valkyrie Bats Night Witch

Counters to secondary win conditions

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

Valkyrie Zap
Zap Valkyrie
Bats Zap Valkyrie
Valkyrie Bats Zap Night Witch
Valkyrie Three Musketeers Night Witch
Bats Zap Three Musketeers
Bats Valkyrie Night Witch
Valkyrie
Zap Bats Valkyrie
Three Musketeers
Bats Valkyrie
Zap Valkyrie
Valkyrie Three Musketeers Night Witch
Valkyrie Three Musketeers
Bats Zap Valkyrie Three Musketeers Night Witch
Bats Valkyrie 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.)

Valkyrie
Zap
Valkyrie
Zap Valkyrie
Bats Zap
Zap
Zap
Bats Three Musketeers Night Witch
Zap Valkyrie
Zap
Three Musketeers
Zap
Zap Three Musketeers
Three Musketeers
Three Musketeers
Bats Night Witch
Zap Three Musketeers
Zap Valkyrie
Night Witch
Zap
Zap Valkyrie
Zap
Zap
Zap
Bats Zap Night Witch
Zap Bats
Night Witch
Zap Night Witch
Zap
Zap Bats Night Witch
Zap Three Musketeers
Valkyrie Three Musketeers
Zap
Zap
Three Musketeers
Zap Bats
Bats Zap
Zap

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