My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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 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.

Goblin Gang 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.

Valkyrie Giant 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.

Zap

Punishments

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

Goblin Gang 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.

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

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 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.

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.

Goblin Gang 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Goblin Gang Royal Ghost Valkyrie Electro Wizard Giant Witch Sparky

Shortest cycle

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

12 Zap Goblin Gang Royal Ghost Valkyrie

Attack Synergies 4 18

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.

Zap
Giant Electro Wizard Sparky Valkyrie Witch Royal Ghost
Goblin Gang
Valkyrie Giant Royal Ghost Sparky
Valkyrie
Zap Goblin Gang Giant Witch Royal Ghost Electro Wizard Sparky
Giant
Zap Sparky Goblin Gang Valkyrie Witch Royal Ghost Electro Wizard
Witch
Zap Valkyrie Giant Royal Ghost
Royal Ghost
Zap Goblin Gang Valkyrie Giant Witch Electro Wizard
Electro Wizard
Zap Valkyrie Giant Royal Ghost Sparky
Sparky
Zap Giant Goblin Gang Valkyrie Electro Wizard

Defense Synergies 1 14

Zap
Electro Wizard Goblin Gang Valkyrie Witch Royal Ghost Sparky
Goblin Gang
Zap Valkyrie Electro Wizard Sparky
Valkyrie
Zap Goblin Gang Witch Electro Wizard Sparky
Giant
Witch
Zap Valkyrie Royal Ghost Electro Wizard
Royal Ghost
Zap Witch Electro Wizard
Electro Wizard
Zap Goblin Gang Valkyrie Witch Royal Ghost
Sparky
Zap Goblin Gang 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.

Zap Valkyrie Electro Wizard Sparky
Sparky Zap Goblin Gang Valkyrie Witch Electro Wizard
Goblin Gang Witch Sparky Valkyrie Electro Wizard
Witch Sparky Goblin Gang Valkyrie Electro Wizard
Valkyrie Sparky
Goblin Gang Zap Valkyrie Royal Ghost Electro Wizard
Electro Wizard Zap Goblin Gang Witch
Zap Valkyrie Electro Wizard Sparky
Witch Sparky Goblin Gang
Goblin Gang Valkyrie Royal Ghost Electro Wizard Sparky
Goblin Gang Valkyrie Witch Electro Wizard Zap Royal Ghost
Zap Goblin Gang Witch Electro Wizard
Sparky Zap Goblin Gang Valkyrie Witch Electro Wizard
Valkyrie Sparky Zap Goblin Gang Witch Royal Ghost Electro Wizard
Sparky Goblin Gang Electro Wizard
Zap Goblin Gang Electro Wizard Sparky
Sparky Goblin Gang Valkyrie Witch Electro Wizard
Zap Goblin Gang Valkyrie Witch Royal Ghost Electro Wizard
Zap Valkyrie Witch Royal Ghost Electro Wizard
Sparky Electro Wizard
Goblin Gang Valkyrie Royal Ghost Witch Electro Wizard Sparky

Counters to secondary win conditions

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

Goblin Gang Valkyrie Zap Witch Royal Ghost Electro Wizard Sparky
Electro Wizard Zap Goblin Gang Valkyrie Royal Ghost
Goblin Gang Zap Valkyrie Witch Electro Wizard Sparky
Goblin Gang Valkyrie Zap Electro Wizard Sparky
Goblin Gang Valkyrie Witch Sparky
Zap Goblin Gang Witch Electro Wizard
Goblin Gang Sparky Valkyrie Witch Electro Wizard
Valkyrie Sparky
Zap Electro Wizard Valkyrie Witch Sparky
Witch Goblin Gang Sparky
Valkyrie Witch Sparky
Zap Valkyrie Electro Wizard
Goblin Gang Valkyrie Witch Sparky
Valkyrie Witch Sparky
Goblin Gang Witch Electro Wizard Sparky Zap Valkyrie
Valkyrie Zap 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
Zap Royal Ghost Electro Wizard
Sparky
Valkyrie Sparky
Zap Valkyrie Sparky
Zap Witch
Witch Sparky
Zap
Zap
Goblin Gang Electro Wizard Sparky
Zap Valkyrie Electro Wizard Sparky
Zap
Sparky
Zap Sparky
Zap Witch Sparky
Sparky
Sparky
Sparky
Zap Electro Wizard Sparky
Zap Valkyrie Witch
Sparky
Sparky
Zap
Zap Valkyrie Witch Sparky
Witch
Zap Witch Royal Ghost Electro Wizard Sparky
Zap Witch Sparky
Zap Sparky
Zap Witch Electro Wizard Sparky
Zap Electro Wizard Witch
Sparky
Zap Sparky
Zap Electro Wizard Sparky
Sparky
Sparky
Zap Electro Wizard Goblin Gang Witch
Zap Witch Electro Wizard
Goblin Gang Valkyrie Electro Wizard Sparky
Zap
Zap Sparky
Sparky
Zap Goblin Gang Witch Electro Wizard Sparky
Zap Witch Electro Wizard
Zap Witch Royal Ghost Electro Wizard Sparky

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