My Best Clash Royale Deck

Deck Check Rating

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

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 Musketeer 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 Royal Giant Musketeer Valkyrie Wizard Electro Wizard

Offensive cards

Win conditions

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

Royal 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.

Royal Giant

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Valkyrie Wizard

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

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.

Royal Giant

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 Musketeer 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.

Good

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 Musketeer Valkyrie Electro Wizard Wizard Royal Giant

Shortest cycle

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

9 Fire Spirit Bats Zap Musketeer

Attack Synergies 6 10

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
Royal Giant Valkyrie Zap
Bats
Royal Giant Valkyrie Zap
Zap
Electro Wizard Fire Spirit Bats Royal Giant Musketeer Valkyrie
Royal Giant
Fire Spirit Bats Zap Musketeer Wizard Electro Wizard
Musketeer
Valkyrie Zap Royal Giant
Valkyrie
Fire Spirit Bats Musketeer Zap Wizard Electro Wizard
Wizard
Royal Giant Valkyrie
Electro Wizard
Zap Royal Giant Valkyrie

Defense Synergies 2 13

Fire Spirit
Zap Valkyrie Electro Wizard
Bats
Zap Musketeer Valkyrie Electro Wizard
Zap
Electro Wizard Fire Spirit Bats Musketeer Valkyrie
Royal Giant
Musketeer
Valkyrie Bats Zap Electro Wizard
Valkyrie
Musketeer Fire Spirit Bats Zap Wizard Electro Wizard
Wizard
Valkyrie Electro Wizard
Electro Wizard
Zap Fire Spirit Bats Musketeer Valkyrie Wizard

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 Musketeer Valkyrie Wizard Electro Wizard
Bats Zap Musketeer Valkyrie Electro Wizard
Fire Spirit Bats Musketeer Valkyrie Electro Wizard
Bats Musketeer Valkyrie Electro Wizard
Valkyrie
Fire Spirit Bats Zap Musketeer Valkyrie Electro Wizard
Bats Musketeer Electro Wizard Fire Spirit Zap Wizard
Zap Musketeer Valkyrie Electro Wizard
Musketeer
Fire Spirit Musketeer Valkyrie Electro Wizard
Bats Valkyrie Electro Wizard Zap Musketeer Wizard
Musketeer Bats Zap Wizard Electro Wizard
Fire Spirit Bats Zap Musketeer Valkyrie Wizard Electro Wizard
Fire Spirit Valkyrie Wizard Bats Zap Electro Wizard
Electro Wizard
Zap Electro Wizard
Wizard Bats Musketeer Valkyrie Electro Wizard
Fire Spirit Bats Zap Musketeer Valkyrie Wizard Electro Wizard
Zap Valkyrie Wizard Fire Spirit Bats Musketeer Electro Wizard
Musketeer Electro Wizard
Valkyrie Wizard Fire Spirit Bats Musketeer Electro Wizard

Counters to secondary win conditions

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

Valkyrie Zap Electro Wizard
Electro Wizard Zap Musketeer Valkyrie Wizard
Bats Zap Musketeer Valkyrie Electro Wizard
Valkyrie Bats Zap Musketeer Electro Wizard
Musketeer Valkyrie
Fire Spirit Wizard Bats Zap Musketeer Electro Wizard
Bats Musketeer Valkyrie Electro Wizard
Valkyrie
Zap Electro Wizard Bats Valkyrie
Musketeer
Bats Musketeer Valkyrie
Zap Valkyrie Electro Wizard
Valkyrie Wizard
Wizard Musketeer Valkyrie
Electro Wizard Bats Zap Musketeer Valkyrie
Bats Valkyrie Zap Musketeer 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.)

Musketeer Valkyrie
Zap Musketeer Electro Wizard
Musketeer Valkyrie
Wizard Fire Spirit Zap Valkyrie
Wizard Fire Spirit Bats Zap Musketeer
Fire Spirit Musketeer Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Bats Musketeer Electro Wizard
Zap Musketeer Valkyrie Wizard Electro Wizard
Fire Spirit Zap Musketeer Wizard
Fire Spirit Musketeer
Musketeer
Zap Musketeer
Zap Musketeer Wizard
Musketeer Wizard
Bats
Fire Spirit Zap Musketeer Wizard Electro Wizard
Fire Spirit Zap Valkyrie Wizard
Musketeer
Wizard
Musketeer
Zap Musketeer
Zap Fire Spirit Valkyrie Wizard
Zap Musketeer Wizard Electro Wizard
Zap Musketeer Wizard
Zap Musketeer
Fire Spirit Bats Zap Musketeer Wizard Electro Wizard
Zap Electro Wizard Bats Musketeer Wizard
Zap Musketeer Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Fire Spirit Bats Musketeer
Fire Spirit Zap Musketeer Wizard Electro Wizard
Musketeer Valkyrie Wizard Electro Wizard
Zap Musketeer Wizard
Zap
Musketeer
Zap Bats Musketeer Electro Wizard
Bats Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard

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