My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang 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 Valkyrie Wizard 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 Fireball The Log

Punishments

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

Goblin Gang

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Valkyrie Wizard The Log

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

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.

Fireball

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 Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Goblin Gang Fireball Valkyrie Electro Wizard Wizard

Shortest cycle

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

9 Bats Zap The Log Goblin Gang

Attack Synergies 3 8

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 Zap
Zap
Fireball Electro Wizard Bats Valkyrie The Log
Goblin Gang
Valkyrie
Fireball
Zap The Log Electro Wizard
Valkyrie
Bats Zap Goblin Gang Wizard Electro Wizard
Wizard
Valkyrie
The Log
Zap Fireball
Electro Wizard
Zap Fireball Valkyrie

Defense Synergies 3 18

Bats
Zap Valkyrie The Log Electro Wizard
Zap
Fireball Electro Wizard Bats Goblin Gang Valkyrie The Log
Goblin Gang
Zap Valkyrie The Log Electro Wizard
Fireball
Zap The Log Valkyrie Electro Wizard
Valkyrie
Bats Zap Goblin Gang Fireball Wizard The Log Electro Wizard
Wizard
Valkyrie The Log Electro Wizard
The Log
Fireball Bats Zap Goblin Gang Valkyrie Wizard Electro Wizard
Electro Wizard
Zap Bats Goblin Gang Fireball Valkyrie Wizard The Log

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 Fireball Valkyrie Wizard The Log Electro Wizard
Bats Zap Goblin Gang Valkyrie The Log Electro Wizard
Goblin Gang Bats Valkyrie Electro Wizard
Bats Goblin Gang Valkyrie Electro Wizard
Fireball Valkyrie The Log
Goblin Gang Fireball The Log Bats Zap Valkyrie Electro Wizard
Bats Electro Wizard Zap Goblin Gang Fireball Wizard
Zap Fireball Valkyrie The Log Electro Wizard
Goblin Gang
Goblin Gang Valkyrie Electro Wizard
Bats Goblin Gang Valkyrie Electro Wizard Zap Fireball Wizard The Log
Bats Zap Goblin Gang Fireball Wizard Electro Wizard
Bats Zap Goblin Gang Fireball Valkyrie Wizard The Log Electro Wizard
Fireball Valkyrie Wizard Bats Zap Goblin Gang The Log Electro Wizard
Goblin Gang Electro Wizard
Zap Goblin Gang Fireball The Log Electro Wizard
Wizard Bats Goblin Gang Fireball Valkyrie Electro Wizard
Fireball Bats Zap Goblin Gang Valkyrie Wizard The Log Electro Wizard
Zap Valkyrie Wizard The Log Bats Fireball Electro Wizard
Electro Wizard
Goblin Gang Valkyrie Wizard Bats Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Valkyrie Zap Fireball Electro Wizard
Fireball Electro Wizard Zap Goblin Gang Valkyrie Wizard The Log
Goblin Gang Bats Zap Valkyrie The Log Electro Wizard
Goblin Gang Valkyrie Bats Zap Fireball The Log Electro Wizard
Goblin Gang Valkyrie
Fireball Wizard Bats Zap Goblin Gang Electro Wizard
Goblin Gang Bats Fireball Valkyrie Electro Wizard
Valkyrie
Zap Electro Wizard Bats Fireball Valkyrie The Log
Goblin Gang
Bats Valkyrie
Zap Fireball Valkyrie The Log Electro Wizard
Goblin Gang Fireball Valkyrie Wizard
Wizard Fireball Valkyrie
Goblin Gang Electro Wizard Bats Zap Fireball Valkyrie The Log
Bats Valkyrie Zap Fireball Wizard The Log 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.)

Fireball Valkyrie The Log
Fireball Zap The Log Electro Wizard
Fireball The Log
Fireball Valkyrie The Log
Fireball Wizard Zap Valkyrie The Log
Fireball Wizard Bats Zap
Wizard The Log
Fireball The Log Zap Wizard
Fireball The Log Zap Wizard
Bats Goblin Gang Fireball Electro Wizard
Zap Fireball Valkyrie Wizard The Log Electro Wizard
Fireball Zap Wizard
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball Wizard The Log
Fireball Wizard The Log
Fireball
Bats
Zap Fireball Wizard The Log Electro Wizard
Zap Fireball Valkyrie Wizard The Log
Fireball The Log
Fireball Wizard
The Log
Zap Fireball The Log
Zap The Log Fireball Valkyrie Wizard
Fireball The Log Zap Wizard Electro Wizard
Fireball Zap Wizard The Log
Fireball Zap The Log
Bats Zap Fireball Wizard Electro Wizard
Zap Electro Wizard Bats Fireball Wizard
Fireball
Zap Fireball Wizard The Log
Zap Fireball Electro Wizard
Fireball Wizard The Log
Zap Electro Wizard Bats Goblin Gang Fireball
Fireball Zap Wizard Electro Wizard
The Log Fireball
Fireball Goblin Gang Valkyrie Wizard Electro Wizard
The Log Zap Fireball Wizard
Zap Fireball
Zap Bats Goblin Gang Fireball The Log Electro Wizard
Bats Zap Fireball Electro Wizard
Zap Fireball The Log Electro Wizard

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