My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Witch

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 Elixir Collector Witch Golem

Offensive cards

Win conditions

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

Hog Rider Golem

Damage spells

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

Zap

Punishments

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

Hog Rider

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Valkyrie Hog Rider Golem

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 Golem

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 Hog Rider
Giant Snowball
Bats Minions Hog Rider Witch
Zap
Bats Minions Witch
Barbarian Barrel
Valkyrie Witch
The Log
Hog Rider Witch
Earthquake
Hog Rider Elixir Collector Witch
Arrows
Bats Minions Witch
Royal Delivery
Bats Minions Valkyrie Hog Rider Witch
Fireball
Minions Hog Rider Elixir Collector Witch
Poison
Bats Minions Elixir Collector Witch
Lightning
Valkyrie Elixir Collector Witch
Rocket
Valkyrie Hog Rider Elixir Collector Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie

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 Elixir Collector Golem

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 Witch

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.

Bats Zap Minions Valkyrie Hog Rider Witch Elixir Collector Golem

Shortest cycle

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

11 Bats Zap Minions Valkyrie

Attack Synergies 5 12

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 Hog Rider Zap Minions Golem
Zap
Hog Rider Bats Minions Valkyrie Witch Golem
Minions
Hog Rider Bats Zap Valkyrie Golem
Valkyrie
Bats Hog Rider Zap Minions Witch
Hog Rider
Bats Zap Minions Valkyrie Witch
Elixir Collector
Witch
Zap Valkyrie Hog Rider Golem
Golem
Bats Zap Minions Witch

Defense Synergies 1 7

Bats
Zap Minions Valkyrie
Zap
Bats Minions Valkyrie Witch
Minions
Valkyrie Bats Zap
Valkyrie
Minions Bats Zap Witch
Hog Rider
Elixir Collector
Witch
Zap Valkyrie
Golem

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.

Zap Minions Valkyrie
Bats Zap Minions Valkyrie Witch
Witch Bats Minions Valkyrie
Witch Bats Minions Valkyrie
Valkyrie
Bats Zap Minions Valkyrie
Bats Minions Zap Witch
Zap Valkyrie
Witch Minions
Valkyrie
Bats Minions Valkyrie Witch Zap
Minions Bats Zap Witch
Bats Zap Minions Valkyrie Witch
Valkyrie Bats Zap Minions Witch
Zap
Bats Minions Valkyrie Witch
Bats Zap Minions Valkyrie Witch
Zap Valkyrie Witch Bats Minions
Valkyrie Bats Minions Witch

Counters to secondary win conditions

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

Valkyrie Zap Witch
Zap Valkyrie
Bats Zap Minions Valkyrie Witch
Valkyrie Bats Zap
Valkyrie Witch
Bats Zap Minions Witch
Bats Minions Valkyrie Witch
Valkyrie
Zap Bats Minions Valkyrie Witch
Witch
Bats Minions Valkyrie Witch
Zap Valkyrie
Valkyrie Witch
Valkyrie Witch
Witch Bats Zap Minions Valkyrie
Bats Minions Valkyrie Zap Witch

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
Zap
Valkyrie
Zap Valkyrie
Bats Zap Minions Witch
Witch
Zap
Zap
Bats Minions
Zap Valkyrie
Zap
Minions
Zap
Zap Witch
Bats Minions
Zap
Zap Valkyrie Witch
Minions
Zap
Zap Valkyrie Witch
Witch
Zap Witch
Zap Witch
Zap
Bats Zap Witch
Zap Bats Minions Witch
Zap
Zap
Zap Bats Minions Witch
Zap Witch
Valkyrie
Zap
Zap
Zap Bats Minions Witch
Bats Zap Witch
Zap Witch

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