My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Bad

2 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Minions Goblin Gang Executioner 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 Valkyrie Executioner Electro Wizard Boss Bandit

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

Punishments

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

Goblin Gang

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.

Goblin Gang Valkyrie Boss Bandit

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 Electro Wizard Boss Bandit

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 Minions Goblin Gang Skeleton Army
Giant Snowball
Bats Minions Goblin Gang Skeleton Army
Zap
Bats Minions Goblin Gang Skeleton Army
Barbarian Barrel
Goblin Gang Valkyrie Skeleton Army Executioner Electro Wizard
The Log
Goblin Gang Skeleton Army
Earthquake
Goblin Gang Skeleton Army
Arrows
Bats Minions Goblin Gang Skeleton Army
Royal Delivery
Bats Minions Goblin Gang Valkyrie Skeleton Army Executioner Electro Wizard Boss Bandit
Fireball
Minions Goblin Gang Skeleton Army Executioner Electro Wizard Boss Bandit
Poison
Bats Minions Goblin Gang Skeleton Army Executioner Electro Wizard Boss Bandit
Lightning
Valkyrie Executioner Electro Wizard Boss Bandit
Rocket
Valkyrie Executioner Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Executioner

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 Executioner Boss Bandit

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.

Minions Goblin Gang 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Minions Goblin Gang Skeleton Army Valkyrie Electro Wizard Executioner Boss Bandit

Shortest cycle

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

11 Bats Minions Goblin Gang Skeleton Army

Attack Synergies 1 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.

Bats
Valkyrie Minions
Minions
Bats Valkyrie
Goblin Gang
Valkyrie
Valkyrie
Bats Minions Goblin Gang Executioner Electro Wizard
Skeleton Army
Executioner
Valkyrie
Electro Wizard
Valkyrie
Boss Bandit

Defense Synergies 1 11

Bats
Minions Valkyrie Electro Wizard
Minions
Valkyrie Bats Electro Wizard
Goblin Gang
Valkyrie Skeleton Army Electro Wizard
Valkyrie
Minions Bats Goblin Gang Executioner Electro Wizard
Skeleton Army
Goblin Gang Executioner Electro Wizard
Executioner
Valkyrie Skeleton Army
Electro Wizard
Bats Minions Goblin Gang Valkyrie Skeleton Army
Boss Bandit

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.

Minions Valkyrie Executioner Electro Wizard
Skeleton Army Bats Minions Goblin Gang Valkyrie Executioner Electro Wizard
Goblin Gang Skeleton Army Bats Minions Valkyrie Executioner Electro Wizard
Skeleton Army Bats Minions Goblin Gang Valkyrie Electro Wizard
Valkyrie Skeleton Army
Goblin Gang Skeleton Army Bats Minions Valkyrie Executioner Electro Wizard
Bats Minions Electro Wizard Goblin Gang Executioner
Valkyrie Electro Wizard
Minions Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Valkyrie Electro Wizard
Bats Minions Goblin Gang Valkyrie Skeleton Army Executioner Electro Wizard
Minions Executioner Bats Goblin Gang Electro Wizard
Skeleton Army Bats Minions Goblin Gang Valkyrie Electro Wizard
Valkyrie Skeleton Army Executioner Bats Minions Goblin Gang Electro Wizard
Skeleton Army Goblin Gang Electro Wizard
Skeleton Army Goblin Gang Electro Wizard
Bats Minions Goblin Gang Valkyrie Skeleton Army Executioner Electro Wizard
Valkyrie Bats Minions Goblin Gang Skeleton Army Executioner Electro Wizard
Valkyrie Executioner Bats Minions Electro Wizard
Electro Wizard
Goblin Gang Valkyrie Skeleton Army Bats Minions Executioner Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Valkyrie Skeleton Army Electro Wizard
Electro Wizard Goblin Gang Valkyrie Executioner
Goblin Gang Skeleton Army Bats Minions Valkyrie Electro Wizard
Goblin Gang Valkyrie Skeleton Army Bats Electro Wizard
Goblin Gang Valkyrie Skeleton Army Executioner
Executioner Bats Minions Goblin Gang Electro Wizard
Goblin Gang Skeleton Army Bats Minions Valkyrie Electro Wizard
Valkyrie Skeleton Army
Electro Wizard Bats Minions Valkyrie Skeleton Army
Goblin Gang Skeleton Army
Bats Minions Valkyrie
Skeleton Army Valkyrie Electro Wizard
Skeleton Army Goblin Gang Valkyrie Executioner
Valkyrie Skeleton Army Executioner
Goblin Gang Skeleton Army Electro Wizard Bats Minions Valkyrie Executioner
Bats Minions Valkyrie Executioner Electro Wizard
Electro Wizard
Skeleton Army

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
Executioner Electro Wizard
Valkyrie
Executioner Valkyrie
Executioner Bats Minions
Executioner
Executioner
Bats Minions Goblin Gang Electro Wizard
Valkyrie Electro Wizard
Executioner
Executioner
Minions
Executioner
Executioner
Bats Minions
Executioner Electro Wizard
Valkyrie
Minions
Valkyrie Executioner
Executioner Electro Wizard
Bats Executioner Electro Wizard
Electro Wizard Bats Minions
Electro Wizard
Electro Wizard Bats Minions Goblin Gang Skeleton Army
Executioner Electro Wizard
Goblin Gang Valkyrie Executioner Electro Wizard
Executioner
Executioner
Bats Minions Goblin Gang Electro Wizard
Bats Executioner Electro Wizard
Executioner Electro Wizard

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