My Best Clash Royale Deck

Deck Check Rating

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

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 Wizard 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Witch

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 Wizard 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.

Great!

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 Valkyrie Electro Wizard Wizard Witch Royal Giant

Shortest cycle

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

9 Fire Spirit Bats Zap Valkyrie

Attack Synergies 5 11

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

Defense Synergies 1 13

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

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 Wizard Electro Wizard
Bats Zap Valkyrie Witch Electro Wizard
Witch Fire Spirit Bats Valkyrie Electro Wizard
Witch Bats Valkyrie Electro Wizard
Valkyrie
Fire Spirit Bats Zap Valkyrie Electro Wizard
Bats Electro Wizard Fire Spirit Zap Wizard Witch
Zap Valkyrie Electro Wizard
Witch
Fire Spirit Valkyrie Electro Wizard
Bats Valkyrie Witch Electro Wizard Zap Wizard
Bats Zap Wizard Witch Electro Wizard
Fire Spirit Bats Zap Valkyrie Wizard Witch Electro Wizard
Fire Spirit Valkyrie Wizard Bats Zap Witch Electro Wizard
Electro Wizard
Zap Electro Wizard
Wizard Bats Valkyrie Witch Electro Wizard
Fire Spirit Bats Zap Valkyrie Wizard Witch Electro Wizard
Zap Valkyrie Wizard Witch Fire Spirit Bats Electro Wizard
Electro Wizard
Valkyrie Wizard Fire Spirit Bats Witch Electro Wizard

Counters to secondary win conditions

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

Valkyrie Zap Witch Electro Wizard
Electro Wizard Zap Valkyrie Wizard
Bats Zap Valkyrie Witch Electro Wizard
Valkyrie Bats Zap Electro Wizard
Valkyrie Witch
Fire Spirit Wizard Bats Zap Witch Electro Wizard
Bats Valkyrie Witch Electro Wizard
Valkyrie
Zap Electro Wizard Bats Valkyrie Witch
Witch
Bats Valkyrie Witch
Zap Valkyrie Electro Wizard
Valkyrie Wizard Witch
Wizard Valkyrie Witch
Witch Electro Wizard Bats Zap Valkyrie
Bats Valkyrie Zap Wizard Witch 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
Zap Electro Wizard
Valkyrie
Wizard Fire Spirit Zap Valkyrie
Wizard Fire Spirit Bats Zap Witch
Fire Spirit Wizard Witch
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Bats Electro Wizard
Zap Valkyrie Wizard Electro Wizard
Fire Spirit Zap Wizard
Fire Spirit
Zap
Zap Wizard Witch
Wizard
Bats
Fire Spirit Zap Wizard Electro Wizard
Fire Spirit Zap Valkyrie Wizard Witch
Wizard
Zap
Zap Fire Spirit Valkyrie Wizard Witch
Witch
Zap Wizard Witch Electro Wizard
Zap Wizard Witch
Zap
Fire Spirit Bats Zap Wizard Witch Electro Wizard
Zap Electro Wizard Bats Wizard Witch
Zap Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Fire Spirit Bats Witch
Fire Spirit Zap Wizard Witch Electro Wizard
Valkyrie Wizard Electro Wizard
Zap Wizard
Zap
Zap Bats Witch Electro Wizard
Bats Zap Witch Electro Wizard
Zap Witch Electro Wizard

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