My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 Archers Electro Wizard

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 Archers Valkyrie Electro Wizard Sparky

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.

Arrows

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

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 Archers Hog Rider Skeleton Army Sparky
Giant Snowball
Bats Archers Hog Rider Skeleton Army
Zap
Bats Archers Skeleton Army Sparky
Barbarian Barrel
Archers Valkyrie Skeleton Army Electro Wizard Sparky
The Log
Archers Hog Rider Skeleton Army Sparky
Earthquake
Archers Hog Rider Skeleton Army
Arrows
Bats Archers Skeleton Army
Royal Delivery
Bats Archers Valkyrie Hog Rider Skeleton Army Electro Wizard Sparky
Fireball
Archers Hog Rider Skeleton Army Electro Wizard Sparky
Poison
Bats Archers Skeleton Army Electro Wizard Sparky
Lightning
Valkyrie Electro Wizard Sparky
Rocket
Valkyrie Hog Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Sparky

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 Arrows Valkyrie Skeleton Army Sparky

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Arrows Skeleton Army Valkyrie Hog Rider Electro Wizard Sparky

Shortest cycle

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

11 Bats Archers Arrows Skeleton Army

Attack Synergies 6 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 Hog Rider Sparky
Archers
Valkyrie Arrows Hog Rider
Arrows
Hog Rider Sparky Archers
Valkyrie
Bats Archers Hog Rider Electro Wizard Sparky
Hog Rider
Bats Arrows Valkyrie Archers Electro Wizard
Skeleton Army
Sparky
Electro Wizard
Valkyrie Hog Rider Sparky
Sparky
Arrows Bats Valkyrie Skeleton Army Electro Wizard

Defense Synergies 1 11

Bats
Valkyrie Electro Wizard Sparky
Archers
Valkyrie Skeleton Army Electro Wizard
Arrows
Valkyrie Sparky
Valkyrie
Archers Bats Arrows Electro Wizard Sparky
Hog Rider
Skeleton Army
Archers Electro Wizard Sparky
Electro Wizard
Bats Archers Valkyrie Skeleton Army
Sparky
Bats Arrows 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.

Valkyrie Electro Wizard Sparky
Skeleton Army Sparky Bats Valkyrie Electro Wizard
Skeleton Army Sparky Bats Archers Valkyrie Electro Wizard
Skeleton Army Sparky Bats Valkyrie Electro Wizard
Arrows Valkyrie Skeleton Army Sparky
Arrows Skeleton Army Bats Archers Valkyrie Electro Wizard
Bats Electro Wizard Archers Arrows
Arrows Valkyrie Electro Wizard Sparky
Sparky Skeleton Army
Skeleton Army Archers Valkyrie Electro Wizard Sparky
Bats Archers Valkyrie Skeleton Army Electro Wizard Arrows
Arrows Bats Archers Electro Wizard
Skeleton Army Sparky Bats Valkyrie Electro Wizard
Valkyrie Skeleton Army Sparky Bats Arrows Electro Wizard
Skeleton Army Sparky Electro Wizard
Skeleton Army Electro Wizard Sparky
Sparky Bats Arrows Valkyrie Skeleton Army Electro Wizard
Arrows Bats Archers Valkyrie Skeleton Army Electro Wizard
Arrows Valkyrie Bats Archers Electro Wizard
Sparky Electro Wizard
Valkyrie Skeleton Army Bats Archers Arrows Electro Wizard Sparky

Counters to secondary win conditions

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

Valkyrie Skeleton Army Archers Electro Wizard Sparky
Electro Wizard Archers Arrows Valkyrie
Skeleton Army Bats Valkyrie Electro Wizard Sparky
Valkyrie Skeleton Army Bats Electro Wizard Sparky
Valkyrie Skeleton Army Sparky
Arrows Bats Archers Electro Wizard
Skeleton Army Sparky Bats Archers Valkyrie Electro Wizard
Valkyrie Skeleton Army Sparky
Electro Wizard Bats Valkyrie Skeleton Army Sparky
Skeleton Army Sparky
Bats Valkyrie Sparky
Skeleton Army Arrows Valkyrie Electro Wizard
Skeleton Army Valkyrie Sparky
Archers Valkyrie Skeleton Army Sparky
Skeleton Army Electro Wizard Sparky Bats Archers Valkyrie
Bats Arrows Valkyrie Archers Electro Wizard Sparky

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.)

Arrows Valkyrie Sparky
Arrows Electro Wizard
Arrows Sparky
Arrows Valkyrie Sparky
Arrows Valkyrie Sparky
Arrows Bats
Archers Arrows Sparky
Arrows
Arrows
Bats Electro Wizard Sparky
Arrows Valkyrie Electro Wizard Sparky
Archers Arrows
Sparky
Arrows
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Bats Sparky
Archers Arrows Electro Wizard Sparky
Arrows Valkyrie
Sparky
Arrows
Sparky
Arrows
Arrows Valkyrie Sparky
Arrows Electro Wizard Sparky
Arrows Sparky
Arrows Sparky
Bats Archers Arrows Electro Wizard Sparky
Electro Wizard Bats
Sparky
Arrows Sparky
Arrows Electro Wizard Sparky
Sparky
Arrows Sparky
Electro Wizard Bats Archers Skeleton Army
Archers Arrows Electro Wizard
Arrows
Valkyrie Electro Wizard Sparky
Arrows
Arrows Sparky
Sparky
Bats Electro Wizard Sparky
Bats Electro Wizard
Electro Wizard Sparky

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