My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 Wizard Witch 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 Giant Wizard Witch Royal Ghost Electro Wizard Sparky

Offensive cards

Win conditions

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

Giant

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.

Giant 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.

Valkyrie Giant 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 Royal Ghost 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 Giant Sparky
Giant Snowball
Bats Witch
Zap
Bats Witch Sparky
Barbarian Barrel
Valkyrie Wizard Witch Royal Ghost Electro Wizard Sparky
The Log
Witch Sparky
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Valkyrie Wizard Witch Royal Ghost Electro Wizard Sparky
Fireball
Wizard Witch Electro Wizard Sparky
Poison
Bats Wizard Witch Electro Wizard Sparky
Lightning
Valkyrie Wizard Witch Electro Wizard Sparky
Rocket
Valkyrie Wizard Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Royal Ghost Sparky

Ladder info

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 Royal Ghost Sparky

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.

Wizard Witch 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 Royal Ghost Valkyrie Electro Wizard Giant Wizard Witch Sparky

Shortest cycle

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

13 Bats Royal Ghost Valkyrie Electro Wizard

Attack Synergies 3 16

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 Giant Sparky
Valkyrie
Bats Giant Wizard Witch Royal Ghost Electro Wizard Sparky
Giant
Bats Sparky Valkyrie Wizard Witch Royal Ghost Electro Wizard
Wizard
Valkyrie Giant Royal Ghost Sparky
Witch
Valkyrie Giant Royal Ghost
Royal Ghost
Valkyrie Giant Wizard Witch Electro Wizard
Electro Wizard
Valkyrie Giant Royal Ghost Sparky
Sparky
Giant Bats Valkyrie Wizard Electro Wizard

Defense Synergies 0 12

Bats
Valkyrie Electro Wizard Sparky
Valkyrie
Bats Wizard Witch Electro Wizard Sparky
Giant
Wizard
Valkyrie Royal Ghost Electro Wizard
Witch
Valkyrie Royal Ghost Electro Wizard
Royal Ghost
Wizard Witch Electro Wizard
Electro Wizard
Bats Valkyrie Wizard Witch Royal Ghost
Sparky
Bats Valkyrie

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 Electro Wizard Sparky
Sparky Bats Valkyrie Witch Electro Wizard
Witch Sparky Bats Valkyrie Electro Wizard
Witch Sparky Bats Valkyrie Electro Wizard
Valkyrie Sparky
Bats Valkyrie Royal Ghost Electro Wizard
Bats Electro Wizard Wizard Witch
Valkyrie Electro Wizard Sparky
Witch Sparky
Valkyrie Royal Ghost Electro Wizard Sparky
Bats Valkyrie Witch Electro Wizard Wizard Royal Ghost
Bats Wizard Witch Electro Wizard
Sparky Bats Valkyrie Wizard Witch Electro Wizard
Valkyrie Wizard Sparky Bats Witch Royal Ghost Electro Wizard
Sparky Electro Wizard
Electro Wizard Sparky
Wizard Sparky Bats Valkyrie Witch Electro Wizard
Bats Valkyrie Wizard Witch Royal Ghost Electro Wizard
Valkyrie Wizard Witch Bats Royal Ghost Electro Wizard
Sparky Electro Wizard
Valkyrie Wizard Royal Ghost Bats Witch Electro Wizard Sparky

Counters to secondary win conditions

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

Valkyrie Witch Royal Ghost Electro Wizard Sparky
Electro Wizard Valkyrie Wizard Royal Ghost
Bats Valkyrie Witch Electro Wizard Sparky
Valkyrie Bats Electro Wizard Sparky
Valkyrie Witch Sparky
Wizard Bats Witch Electro Wizard
Sparky Bats Valkyrie Witch Electro Wizard
Valkyrie Sparky
Electro Wizard Bats Valkyrie Witch Sparky
Witch Sparky
Bats Valkyrie Witch Sparky
Valkyrie Electro Wizard
Valkyrie Wizard Witch Sparky
Wizard Valkyrie Witch Sparky
Witch Electro Wizard Sparky Bats Valkyrie
Bats Valkyrie Wizard Witch Royal Ghost 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.)

Valkyrie Royal Ghost Sparky
Royal Ghost Electro Wizard
Sparky
Valkyrie Sparky
Wizard Valkyrie Sparky
Wizard Bats Witch
Wizard Witch Sparky
Wizard
Wizard
Bats Electro Wizard Sparky
Valkyrie Wizard Electro Wizard Sparky
Wizard
Sparky
Sparky
Wizard Witch Sparky
Wizard Sparky
Sparky
Bats Sparky
Wizard Electro Wizard Sparky
Valkyrie Wizard Witch
Sparky
Wizard
Sparky
Valkyrie Wizard Witch Sparky
Witch
Wizard Witch Royal Ghost Electro Wizard Sparky
Wizard Witch Sparky
Sparky
Bats Wizard Witch Electro Wizard Sparky
Electro Wizard Bats Wizard Witch
Sparky
Wizard Sparky
Electro Wizard Sparky
Sparky
Wizard Sparky
Electro Wizard Bats Witch
Wizard Witch Electro Wizard
Valkyrie Wizard Electro Wizard Sparky
Wizard
Sparky
Sparky
Bats Witch Electro Wizard Sparky
Bats Witch Electro Wizard
Witch Royal Ghost Electro Wizard Sparky

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