My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Fire Spirit Bats Archers Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Bowler Electro Wizard

Offensive cards

Win conditions

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

Mortar

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.

Mortar

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.

Fire Spirit Mortar 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.

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 Archers
Giant Snowball
Fire Spirit Bats Archers
Zap
Fire Spirit Bats Archers Mortar
Barbarian Barrel
Fire Spirit Archers Mortar Valkyrie Electro Wizard
The Log
Fire Spirit Archers
Earthquake
Archers Mortar
Arrows
Fire Spirit Bats Archers
Royal Delivery
Fire Spirit Bats Archers Valkyrie Bowler Electro Wizard
Fireball
Archers Mortar Bowler Electro Wizard
Poison
Bats Archers Mortar Electro Wizard
Lightning
Mortar Valkyrie Bowler Electro Wizard
Rocket
Mortar Valkyrie Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Mortar Valkyrie Bowler

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.

Fire Spirit Bats Valkyrie Bowler

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.

Fire Spirit 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Archers Mortar Valkyrie Electro Wizard Bowler

Shortest cycle

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

8 Fire Spirit Bats Zap Archers

Attack Synergies 4 14

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.

Fire Spirit
Valkyrie Zap Mortar Bowler
Bats
Valkyrie Zap Mortar Bowler
Zap
Electro Wizard Fire Spirit Bats Archers Mortar Valkyrie Bowler
Archers
Valkyrie Zap Mortar Bowler
Mortar
Fire Spirit Bats Zap Archers
Valkyrie
Fire Spirit Bats Archers Zap Electro Wizard
Bowler
Fire Spirit Bats Zap Archers Electro Wizard
Electro Wizard
Zap Valkyrie Bowler

Defense Synergies 2 20

Fire Spirit
Zap Valkyrie Electro Wizard
Bats
Zap Mortar Valkyrie Bowler Electro Wizard
Zap
Electro Wizard Fire Spirit Bats Archers Mortar Valkyrie Bowler
Archers
Valkyrie Zap Mortar Bowler Electro Wizard
Mortar
Bats Zap Archers Valkyrie Electro Wizard
Valkyrie
Archers Fire Spirit Bats Zap Mortar Bowler Electro Wizard
Bowler
Bats Zap Archers Valkyrie Electro Wizard
Electro Wizard
Zap Fire Spirit Bats Archers Mortar Valkyrie Bowler

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.

Bowler Zap Mortar Valkyrie Electro Wizard
Bats Zap Mortar Valkyrie Electro Wizard
Mortar Bowler Fire Spirit Bats Archers Valkyrie Electro Wizard
Bats Mortar Valkyrie Bowler Electro Wizard
Valkyrie Bowler
Bowler Fire Spirit Bats Zap Archers Valkyrie Electro Wizard
Bats Electro Wizard Fire Spirit Zap Archers Mortar
Bowler Zap Valkyrie Electro Wizard
Mortar
Fire Spirit Archers Valkyrie Bowler Electro Wizard
Bats Archers Valkyrie Electro Wizard Zap Bowler
Bats Zap Archers Electro Wizard
Mortar Bowler Fire Spirit Bats Zap Valkyrie Electro Wizard
Fire Spirit Valkyrie Bowler Bats Zap Mortar Electro Wizard
Mortar Electro Wizard
Zap Mortar Bowler Electro Wizard
Bats Mortar Valkyrie Bowler Electro Wizard
Fire Spirit Mortar Bats Zap Archers Valkyrie Bowler Electro Wizard
Zap Mortar Valkyrie Fire Spirit Bats Archers Bowler Electro Wizard
Mortar Electro Wizard
Valkyrie Bowler Fire Spirit Bats Archers Electro Wizard

Counters to secondary win conditions

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

Valkyrie Zap Archers Bowler Electro Wizard
Electro Wizard Zap Archers Mortar Valkyrie Bowler
Bats Zap Valkyrie Bowler Electro Wizard
Valkyrie Bowler Bats Zap Electro Wizard
Valkyrie Bowler
Fire Spirit Bats Zap Archers Electro Wizard
Bats Archers Valkyrie Bowler Electro Wizard
Valkyrie
Zap Electro Wizard Bats Mortar Valkyrie
Bats Valkyrie Bowler
Zap Valkyrie Bowler Electro Wizard
Bowler Valkyrie
Archers Valkyrie Bowler
Electro Wizard Bats Zap Archers Mortar Valkyrie Bowler
Bats Valkyrie Bowler Zap Archers 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.)

Mortar Valkyrie
Mortar Zap Bowler Electro Wizard
Valkyrie
Fire Spirit Zap Mortar Valkyrie Bowler
Fire Spirit Bats Zap
Fire Spirit Archers Mortar Bowler
Fire Spirit Zap Bowler
Zap Mortar
Fire Spirit Bats Bowler Electro Wizard
Zap Mortar Valkyrie Bowler Electro Wizard
Fire Spirit Zap Archers
Fire Spirit Mortar Bowler
Mortar
Zap Mortar
Zap Mortar Bowler
Mortar Bowler
Mortar
Bats
Fire Spirit Zap Archers Mortar Bowler Electro Wizard
Fire Spirit Zap Mortar Valkyrie Bowler
Bowler
Bowler
Zap Mortar
Zap Fire Spirit Mortar Valkyrie Bowler
Mortar Zap Bowler Electro Wizard
Zap Mortar Bowler
Zap Mortar
Fire Spirit Bats Zap Archers Electro Wizard
Zap Electro Wizard Bats
Bowler
Zap Mortar
Zap Electro Wizard
Bowler
Zap Electro Wizard Fire Spirit Bats Archers
Fire Spirit Zap Archers Electro Wizard
Valkyrie Bowler Electro Wizard
Zap Mortar Bowler
Zap
Zap Bats Bowler Electro Wizard
Bats Zap Electro Wizard
Zap Mortar Bowler Electro Wizard

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