My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Archers Baby Dragon 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 Archers Valkyrie Baby Dragon Giant Skeleton 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.

Zap Rage

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 Baby Dragon Giant Skeleton

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 Giant Skeleton 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 Archers Giant Skeleton
Giant Snowball
Bats Archers Baby Dragon
Zap
Bats Archers
Barbarian Barrel
Archers Valkyrie Giant Skeleton Electro Wizard
The Log
Archers Giant Skeleton
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Valkyrie Baby Dragon Giant Skeleton Electro Wizard
Fireball
Archers Baby Dragon Electro Wizard
Poison
Bats Archers Electro Wizard
Lightning
Valkyrie Baby Dragon Electro Wizard
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Baby Dragon

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 Rage Baby Dragon Giant Skeleton

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.

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 Zap Rage Archers Valkyrie Baby Dragon Electro Wizard Giant Skeleton

Shortest cycle

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

9 Bats Zap Rage Archers

Attack Synergies 4 17

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 Skeleton Zap Rage Baby Dragon
Zap
Electro Wizard Bats Archers Valkyrie Baby Dragon Giant Skeleton
Archers
Valkyrie Zap Baby Dragon Giant Skeleton
Valkyrie
Bats Archers Zap Baby Dragon Giant Skeleton Electro Wizard
Rage
Bats Giant Skeleton Electro Wizard
Baby Dragon
Bats Zap Archers Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton
Bats Zap Archers Valkyrie Rage Baby Dragon Electro Wizard
Electro Wizard
Zap Valkyrie Rage Baby Dragon Giant Skeleton

Defense Synergies 2 16

Bats
Zap Valkyrie Baby Dragon Giant Skeleton Electro Wizard
Zap
Electro Wizard Bats Archers Valkyrie Baby Dragon Giant Skeleton
Archers
Valkyrie Zap Baby Dragon Giant Skeleton Electro Wizard
Valkyrie
Archers Bats Zap Baby Dragon Electro Wizard
Rage
Baby Dragon
Bats Zap Archers Valkyrie Giant Skeleton
Giant Skeleton
Bats Zap Archers Baby Dragon Electro Wizard
Electro Wizard
Zap Bats Archers Valkyrie Giant Skeleton

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 Baby Dragon Electro Wizard
Bats Zap Valkyrie Electro Wizard
Bats Archers Valkyrie Giant Skeleton Electro Wizard
Bats Valkyrie Electro Wizard
Valkyrie Giant Skeleton
Bats Zap Archers Valkyrie Baby Dragon Electro Wizard
Bats Electro Wizard Zap Archers Baby Dragon
Zap Valkyrie Baby Dragon Giant Skeleton Electro Wizard
Archers Valkyrie Giant Skeleton Electro Wizard
Bats Archers Valkyrie Electro Wizard Zap Baby Dragon Giant Skeleton
Bats Zap Archers Baby Dragon Electro Wizard
Bats Zap Valkyrie Giant Skeleton Electro Wizard
Valkyrie Bats Zap Baby Dragon Electro Wizard
Electro Wizard
Zap Electro Wizard
Bats Valkyrie Electro Wizard
Bats Zap Archers Valkyrie Baby Dragon Electro Wizard
Zap Valkyrie Baby Dragon Bats Archers Giant Skeleton Electro Wizard
Electro Wizard
Valkyrie Bats Archers Baby Dragon Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Valkyrie Zap Archers Giant Skeleton Electro Wizard
Electro Wizard Zap Archers Valkyrie Baby Dragon
Giant Skeleton Bats Zap Valkyrie Electro Wizard
Valkyrie Giant Skeleton Bats Zap Electro Wizard
Giant Skeleton Valkyrie
Bats Zap Archers Baby Dragon Electro Wizard
Bats Archers Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Valkyrie
Zap Giant Skeleton Electro Wizard Bats Valkyrie Baby Dragon
Bats Valkyrie Giant Skeleton
Zap Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Valkyrie
Archers Valkyrie Baby Dragon
Electro Wizard Bats Zap Archers Valkyrie Baby Dragon Giant Skeleton
Bats Valkyrie Zap Archers Baby Dragon Giant Skeleton 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 Baby Dragon Giant Skeleton
Zap Baby Dragon Electro Wizard
Baby Dragon Giant Skeleton
Valkyrie Giant Skeleton
Zap Valkyrie Baby Dragon
Bats Zap Baby Dragon
Archers Baby Dragon
Zap Baby Dragon
Zap
Bats Electro Wizard
Zap Valkyrie Electro Wizard
Zap Archers Baby Dragon
Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Baby Dragon
Bats
Zap Archers Baby Dragon Electro Wizard
Zap Valkyrie Baby Dragon
Baby Dragon Giant Skeleton
Zap Baby Dragon
Zap Valkyrie Baby Dragon
Zap Baby Dragon Electro Wizard
Zap Baby Dragon
Zap Baby Dragon
Bats Zap Archers Baby Dragon Electro Wizard
Zap Electro Wizard Bats
Zap
Zap Electro Wizard
Giant Skeleton
Zap Electro Wizard Bats Archers
Zap Archers Baby Dragon Electro Wizard
Valkyrie Baby Dragon Electro Wizard
Zap Baby Dragon
Zap Giant Skeleton
Zap Bats Baby Dragon Giant Skeleton Electro Wizard
Bats Zap Electro Wizard
Zap Baby Dragon Giant Skeleton Electro Wizard

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