My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Fire Spirit Bats 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 Royal Giant Valkyrie Wizard

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

The Log

Punishments

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

Royal Giant 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.

Fire Spirit Royal Giant 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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Valkyrie Wizard The Log

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.

Fire Spirit Bats Valkyrie Skeleton Army

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 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.

Fire Spirit 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.

Fire Spirit Bats The Log Skeleton Army Valkyrie Hog Rider Wizard Royal Giant

Shortest cycle

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

8 Fire Spirit Bats The Log Skeleton Army

Attack Synergies 8 5

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.

Fire Spirit
Royal Giant Valkyrie Hog Rider
Bats
Royal Giant Valkyrie Hog Rider
Royal Giant
Fire Spirit Bats Hog Rider Wizard The Log
Valkyrie
Fire Spirit Bats Hog Rider Wizard
Hog Rider
Fire Spirit Bats Valkyrie The Log Royal Giant Wizard
Wizard
Royal Giant Valkyrie Hog Rider
Skeleton Army
The Log
Hog Rider Royal Giant

Defense Synergies 0 9

Fire Spirit
Valkyrie The Log
Bats
Valkyrie The Log
Royal Giant
Valkyrie
Fire Spirit Bats Wizard The Log
Hog Rider
Wizard
Valkyrie Skeleton Army The Log
Skeleton Army
Wizard The Log
The Log
Fire Spirit Bats Valkyrie Wizard 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 Wizard The Log
Skeleton Army Bats Valkyrie The Log
Skeleton Army Fire Spirit Bats Valkyrie
Skeleton Army Bats Valkyrie
Valkyrie Skeleton Army The Log
Skeleton Army The Log Fire Spirit Bats Valkyrie
Bats Fire Spirit Wizard
Valkyrie The Log
Skeleton Army
Skeleton Army Fire Spirit Valkyrie
Bats Valkyrie Skeleton Army Wizard The Log
Bats Wizard
Skeleton Army Fire Spirit Bats Valkyrie Wizard The Log
Fire Spirit Valkyrie Wizard Skeleton Army Bats The Log
Skeleton Army
Skeleton Army The Log
Wizard Bats Valkyrie Skeleton Army
Fire Spirit Bats Valkyrie Wizard Skeleton Army The Log
Valkyrie Wizard The Log Fire Spirit Bats
Valkyrie Wizard Skeleton Army Fire Spirit Bats The Log

Counters to secondary win conditions

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

Valkyrie Skeleton Army
Valkyrie Wizard The Log
Skeleton Army Bats Valkyrie The Log
Valkyrie Skeleton Army Bats The Log
Valkyrie Skeleton Army
Fire Spirit Wizard Bats
Skeleton Army Bats Valkyrie
Valkyrie Skeleton Army
Bats Valkyrie Skeleton Army The Log
Skeleton Army
Bats Valkyrie
Skeleton Army Valkyrie The Log
Skeleton Army Valkyrie Wizard
Wizard Valkyrie Skeleton Army
Skeleton Army Bats Valkyrie The Log
Bats Valkyrie Wizard The Log

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 The Log
The Log
The Log
Valkyrie The Log
Wizard Fire Spirit Valkyrie The Log
Wizard Fire Spirit Bats
Fire Spirit Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard
Fire Spirit Bats
Valkyrie Wizard The Log
Fire Spirit Wizard
Fire Spirit The Log
The Log
Wizard The Log
Wizard The Log
Bats
Fire Spirit Wizard The Log
Fire Spirit Valkyrie Wizard The Log
The Log
Wizard
The Log
The Log
The Log Fire Spirit Valkyrie Wizard
The Log Wizard
Wizard The Log
The Log
Fire Spirit Bats Wizard
Bats Wizard
Wizard The Log
Wizard The Log
Fire Spirit Bats Skeleton Army
Fire Spirit Wizard
The Log
Valkyrie Wizard
The Log Wizard
Bats The Log
Bats
The Log

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