My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Wizard 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 Wizard Electro Wizard

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.

Rocket Rage

Punishments

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

Elite Barbarians

Pump responses

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

Rocket

Dropped at the bridge

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

Elite Barbarians Valkyrie

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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Rocket

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 Rocket Rage Skeleton Army

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.

Elite Barbarians 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.

Wizard 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.

Mediocre

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 Valkyrie Electro Wizard Wizard Elite Barbarians Rocket

Shortest cycle

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

11 Bats Rage Skeleton Army Valkyrie

Attack Synergies 3 7

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 Elite Barbarians Rage
Elite Barbarians
Valkyrie Rage Bats Wizard
Valkyrie
Bats Elite Barbarians Wizard Electro Wizard
Wizard
Elite Barbarians Valkyrie Rage
Rocket
Rage
Elite Barbarians Bats Wizard Electro Wizard
Skeleton Army
Electro Wizard
Valkyrie Rage

Defense Synergies 1 8

Bats
Valkyrie Electro Wizard
Elite Barbarians
Valkyrie Wizard
Valkyrie
Elite Barbarians Bats Wizard Electro Wizard
Wizard
Elite Barbarians Valkyrie Skeleton Army Electro Wizard
Rocket
Rage
Skeleton Army
Wizard Electro Wizard
Electro Wizard
Bats Valkyrie Wizard Skeleton Army

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.

Rocket Valkyrie Wizard Electro Wizard
Elite Barbarians Skeleton Army Bats Valkyrie Electro Wizard
Rocket Skeleton Army Bats Elite Barbarians Valkyrie Electro Wizard
Elite Barbarians Skeleton Army Bats Valkyrie Electro Wizard
Elite Barbarians Valkyrie Rocket Skeleton Army
Skeleton Army Bats Valkyrie Electro Wizard
Bats Rocket Electro Wizard Wizard
Rocket Valkyrie Electro Wizard
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Valkyrie Electro Wizard
Bats Valkyrie Skeleton Army Electro Wizard Wizard
Bats Wizard Electro Wizard
Skeleton Army Bats Elite Barbarians Valkyrie Wizard Rocket Electro Wizard
Valkyrie Wizard Rocket Skeleton Army Bats Electro Wizard
Elite Barbarians Skeleton Army Electro Wizard
Rocket Skeleton Army Elite Barbarians Electro Wizard
Wizard Bats Elite Barbarians Valkyrie Skeleton Army Electro Wizard
Bats Elite Barbarians Valkyrie Wizard Skeleton Army Electro Wizard
Valkyrie Wizard Bats Electro Wizard
Elite Barbarians Electro Wizard
Valkyrie Wizard Skeleton Army Bats Elite Barbarians Electro Wizard

Counters to secondary win conditions

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

Valkyrie Skeleton Army Elite Barbarians Electro Wizard
Electro Wizard Elite Barbarians Valkyrie Wizard Rocket
Skeleton Army Bats Elite Barbarians Valkyrie Rocket Electro Wizard
Valkyrie Rocket Skeleton Army Bats Elite Barbarians Electro Wizard
Elite Barbarians Valkyrie Skeleton Army
Wizard Rocket Bats Electro Wizard
Rocket Skeleton Army Bats Elite Barbarians Valkyrie Electro Wizard
Elite Barbarians Valkyrie Skeleton Army
Rocket Electro Wizard Bats Elite Barbarians Valkyrie Skeleton Army
Skeleton Army
Bats Elite Barbarians Valkyrie
Rocket Skeleton Army Elite Barbarians Valkyrie Electro Wizard
Elite Barbarians Rocket Skeleton Army Valkyrie Wizard
Wizard Valkyrie Skeleton Army
Elite Barbarians Skeleton Army Electro Wizard Bats Valkyrie Rocket
Bats Valkyrie Elite Barbarians Wizard Electro 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.)

Valkyrie Rocket
Electro Wizard
Rocket
Valkyrie Rocket
Wizard Rocket Valkyrie
Wizard Bats Rocket
Wizard
Wizard
Wizard
Rocket Bats Elite Barbarians Electro Wizard
Rocket Valkyrie Wizard Electro Wizard
Wizard Rocket
Rocket Elite Barbarians
Rocket
Elite Barbarians
Rocket Wizard
Wizard Rocket
Rocket
Bats Rocket
Rocket Wizard Electro Wizard
Rocket Valkyrie Wizard
Rocket
Rocket Wizard
Rocket
Rocket
Valkyrie Wizard
Wizard Electro Wizard
Wizard
Rocket
Elite Barbarians Bats Wizard Electro Wizard
Rocket Electro Wizard Bats Wizard
Elite Barbarians
Wizard Rocket
Rocket Electro Wizard
Rocket Wizard
Electro Wizard Bats Rocket Skeleton Army
Rocket Wizard Electro Wizard
Valkyrie Wizard Rocket Electro Wizard
Wizard
Rocket
Elite Barbarians
Bats Elite Barbarians Rocket Electro Wizard
Bats Rocket Electro Wizard
Rocket Electro Wizard

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