My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 warnings Why?

Deck tips

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

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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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.

Bats

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 Balloon Royal Ghost

Offensive cards

Win conditions

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

Royal Giant Hog Rider Wall Breakers Balloon

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.

Royal Giant Hog Rider Wall Breakers Balloon Royal Ghost

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.

Royal Giant Valkyrie Hog Rider Wall Breakers Balloon Royal Ghost

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 Balloon Royal Ghost

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 Wall Breakers Skeleton Army Balloon
Giant Snowball
Bats Hog Rider Wall Breakers Skeleton Army Balloon
Zap
Bats Royal Giant Wall Breakers Skeleton Army Balloon
Barbarian Barrel
Valkyrie Wall Breakers Skeleton Army Royal Ghost
The Log
Royal Giant Hog Rider Wall Breakers Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Bats Wall Breakers Skeleton Army
Royal Delivery
Bats Valkyrie Hog Rider Wall Breakers Skeleton Army Balloon Royal Ghost
Fireball
Hog Rider Wall Breakers Skeleton Army Balloon
Poison
Bats Skeleton Army Balloon
Lightning
Valkyrie Balloon
Rocket
Valkyrie Hog Rider Balloon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Royal Ghost

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 Royal Ghost

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

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 Wall Breakers Skeleton Army Royal Ghost Valkyrie Hog Rider Balloon Royal Giant

Shortest cycle

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

10 Bats Wall Breakers Skeleton Army Royal Ghost

Attack Synergies 6 9

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 Hog Rider Balloon Wall Breakers
Royal Giant
Bats Hog Rider Royal Ghost
Valkyrie
Bats Hog Rider Balloon Wall Breakers Royal Ghost
Hog Rider
Bats Valkyrie Royal Giant Balloon
Wall Breakers
Bats Valkyrie Balloon Royal Ghost
Skeleton Army
Balloon
Bats Valkyrie Hog Rider Wall Breakers Royal Ghost
Royal Ghost
Royal Giant Valkyrie Wall Breakers Balloon

Defense Synergies 0 1

Bats
Valkyrie
Royal Giant
Valkyrie
Bats
Hog Rider
Wall Breakers
Skeleton Army
Balloon
Royal Ghost

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
Skeleton Army Bats Valkyrie
Skeleton Army Bats Valkyrie
Skeleton Army Bats Valkyrie
Valkyrie Skeleton Army
Skeleton Army Bats Valkyrie Royal Ghost
Bats
Valkyrie
Skeleton Army
Skeleton Army Valkyrie Royal Ghost
Bats Valkyrie Skeleton Army Royal Ghost
Bats
Skeleton Army Bats Valkyrie
Valkyrie Skeleton Army Bats Royal Ghost
Skeleton Army
Skeleton Army
Bats Valkyrie Skeleton Army
Bats Valkyrie Skeleton Army Royal Ghost
Valkyrie Bats Royal Ghost
Valkyrie Skeleton Army Royal Ghost Bats

Counters to secondary win conditions

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

Valkyrie Skeleton Army Royal Ghost
Valkyrie Royal Ghost
Skeleton Army Bats Valkyrie
Valkyrie Skeleton Army Bats
Valkyrie Skeleton Army
Bats
Skeleton Army Bats Valkyrie
Valkyrie Skeleton Army
Bats Valkyrie Skeleton Army
Skeleton Army
Bats Valkyrie
Skeleton Army Valkyrie
Skeleton Army Valkyrie
Valkyrie Skeleton Army
Skeleton Army Bats Valkyrie
Bats Valkyrie Royal Ghost

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 Royal Ghost
Royal Ghost
Valkyrie
Valkyrie
Bats
Bats
Valkyrie
Bats
Valkyrie
Valkyrie
Royal Ghost
Bats
Bats
Bats Skeleton Army
Valkyrie
Bats
Bats
Royal Ghost

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