My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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 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 Wizard Lumberjack Mega Knight

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.

Fireball Rage

Punishments

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

Lumberjack Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Valkyrie Lumberjack Mega Knight

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 Lumberjack

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Wizard Mega Knight

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 Rage Skeleton Army Mega Knight

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.

Fireball 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.

Fireball 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 Rage Skeleton Army Fireball Valkyrie Lumberjack Wizard Mega Knight

Shortest cycle

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

11 Bats Rage Skeleton Army Fireball

Attack Synergies 3 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 Mega Knight Rage Lumberjack
Fireball
Mega Knight
Valkyrie
Bats Lumberjack Wizard
Wizard
Valkyrie Rage Lumberjack Mega Knight
Rage
Bats Wizard
Skeleton Army
Lumberjack
Valkyrie Bats Wizard Mega Knight
Mega Knight
Bats Fireball Wizard Lumberjack

Defense Synergies 0 12

Bats
Valkyrie Lumberjack Mega Knight
Fireball
Valkyrie Lumberjack Mega Knight
Valkyrie
Bats Fireball Wizard Lumberjack
Wizard
Valkyrie Skeleton Army Lumberjack Mega Knight
Rage
Skeleton Army
Wizard Lumberjack
Lumberjack
Bats Fireball Valkyrie Wizard Skeleton Army
Mega Knight
Bats Fireball Wizard

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.

Fireball Valkyrie Wizard
Skeleton Army Lumberjack Bats Valkyrie Mega Knight
Skeleton Army Lumberjack Mega Knight Bats Valkyrie
Skeleton Army Lumberjack Bats Valkyrie Mega Knight
Fireball Valkyrie Skeleton Army Lumberjack Mega Knight
Fireball Skeleton Army Bats Valkyrie Lumberjack Mega Knight
Bats Fireball Wizard
Fireball Valkyrie Mega Knight
Skeleton Army Lumberjack
Skeleton Army Valkyrie Lumberjack Mega Knight
Bats Valkyrie Skeleton Army Fireball Wizard Lumberjack Mega Knight
Bats Fireball Wizard
Skeleton Army Lumberjack Mega Knight Bats Fireball Valkyrie Wizard
Fireball Valkyrie Wizard Skeleton Army Mega Knight Bats Lumberjack
Skeleton Army Lumberjack Mega Knight
Skeleton Army Fireball Lumberjack Mega Knight
Wizard Mega Knight Bats Fireball Valkyrie Skeleton Army Lumberjack
Fireball Mega Knight Bats Valkyrie Wizard Skeleton Army Lumberjack
Valkyrie Wizard Bats Fireball Lumberjack Mega Knight
Lumberjack
Valkyrie Wizard Skeleton Army Mega Knight Bats Fireball Lumberjack

Counters to secondary win conditions

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

Valkyrie Skeleton Army Lumberjack Mega Knight Fireball
Fireball Valkyrie Wizard Lumberjack Mega Knight
Skeleton Army Lumberjack Mega Knight Bats Valkyrie
Valkyrie Skeleton Army Lumberjack Mega Knight Bats Fireball
Valkyrie Skeleton Army Lumberjack Mega Knight
Fireball Wizard Bats
Skeleton Army Bats Fireball Valkyrie Lumberjack
Mega Knight Valkyrie Skeleton Army Lumberjack
Mega Knight Bats Fireball Valkyrie Skeleton Army
Skeleton Army
Mega Knight Bats Valkyrie Lumberjack
Skeleton Army Mega Knight Fireball Valkyrie
Skeleton Army Mega Knight Fireball Valkyrie Wizard Lumberjack
Wizard Fireball Valkyrie Skeleton Army Mega Knight
Skeleton Army Bats Fireball Valkyrie Lumberjack
Bats Valkyrie Mega Knight Fireball Wizard

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.)

Fireball Valkyrie
Fireball
Fireball
Fireball Valkyrie
Fireball Wizard Valkyrie Mega Knight
Fireball Wizard Bats
Wizard
Fireball Wizard
Fireball Wizard
Bats Fireball Lumberjack
Fireball Valkyrie Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Bats
Fireball Wizard Mega Knight
Fireball Valkyrie Wizard Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Valkyrie Wizard Mega Knight
Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Bats Fireball Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Bats Fireball Skeleton Army
Fireball Wizard
Fireball
Fireball Valkyrie Wizard Lumberjack Mega Knight
Fireball Wizard
Fireball
Mega Knight
Bats Fireball
Bats Fireball
Fireball Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: