My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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.

Bats 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 Giant Skeleton

Offensive cards

Win conditions

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

Hog Rider

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.

Elite Barbarians Hog Rider

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.

Elite Barbarians Valkyrie Hog Rider 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.

Elite Barbarians Valkyrie Hog Rider Giant Skeleton

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 Elite Barbarians Hog Rider Skeleton Army Giant Skeleton
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Skeleton Army
Barbarian Barrel
Elite Barbarians Valkyrie Wizard Skeleton Army Giant Skeleton
The Log
Elite Barbarians Hog Rider Skeleton Army Giant Skeleton
Earthquake
Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Elite Barbarians Valkyrie Hog Rider Wizard Skeleton Army Giant Skeleton
Fireball
Elite Barbarians Hog Rider Wizard Skeleton Army
Poison
Bats Wizard Skeleton Army
Lightning
Elite Barbarians Valkyrie Wizard
Rocket
Elite Barbarians Valkyrie Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Bats Valkyrie Skeleton Army Giant Skeleton

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.

Elite Barbarians Skeleton Army

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.

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.

Bats Zap Skeleton Army Valkyrie Hog Rider Wizard Elite Barbarians Giant Skeleton

Shortest cycle

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

11 Bats Zap Skeleton Army Valkyrie

Attack Synergies 7 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.

Bats
Valkyrie Hog Rider Giant Skeleton Zap Elite Barbarians
Zap
Elite Barbarians Hog Rider Bats Valkyrie Giant Skeleton
Elite Barbarians
Zap Valkyrie Bats Hog Rider Wizard
Valkyrie
Bats Elite Barbarians Hog Rider Zap Wizard Giant Skeleton
Hog Rider
Bats Zap Valkyrie Elite Barbarians Wizard Giant Skeleton
Wizard
Elite Barbarians Valkyrie Hog Rider Giant Skeleton
Skeleton Army
Giant Skeleton
Bats Zap Valkyrie Hog Rider Wizard

Defense Synergies 1 12

Bats
Zap Valkyrie Giant Skeleton
Zap
Bats Elite Barbarians Valkyrie Skeleton Army Giant Skeleton
Elite Barbarians
Valkyrie Zap Wizard
Valkyrie
Elite Barbarians Bats Zap Wizard
Hog Rider
Wizard
Elite Barbarians Valkyrie Skeleton Army Giant Skeleton
Skeleton Army
Zap Wizard Giant Skeleton
Giant Skeleton
Bats Zap Wizard Skeleton Army

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
Elite Barbarians Skeleton Army Bats Zap Valkyrie
Skeleton Army Bats Elite Barbarians Valkyrie Giant Skeleton
Elite Barbarians Skeleton Army Bats Valkyrie
Elite Barbarians Valkyrie Skeleton Army Giant Skeleton
Skeleton Army Bats Zap Valkyrie
Bats Zap Wizard
Zap Valkyrie Giant Skeleton
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Valkyrie Giant Skeleton
Bats Valkyrie Skeleton Army Zap Wizard Giant Skeleton
Bats Zap Wizard
Skeleton Army Bats Zap Elite Barbarians Valkyrie Wizard Giant Skeleton
Valkyrie Wizard Skeleton Army Bats Zap
Elite Barbarians Skeleton Army
Skeleton Army Zap Elite Barbarians
Wizard Bats Elite Barbarians Valkyrie Skeleton Army
Bats Zap Elite Barbarians Valkyrie Wizard Skeleton Army
Zap Valkyrie Wizard Bats Giant Skeleton
Elite Barbarians
Valkyrie Wizard Skeleton Army Bats Elite Barbarians Giant Skeleton

Counters to secondary win conditions

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

Valkyrie Skeleton Army Zap Elite Barbarians Giant Skeleton
Zap Elite Barbarians Valkyrie Wizard
Skeleton Army Giant Skeleton Bats Zap Elite Barbarians Valkyrie
Valkyrie Skeleton Army Giant Skeleton Bats Zap Elite Barbarians
Giant Skeleton Elite Barbarians Valkyrie Skeleton Army
Wizard Bats Zap
Skeleton Army Bats Elite Barbarians Valkyrie Giant Skeleton
Giant Skeleton Elite Barbarians Valkyrie Skeleton Army
Zap Giant Skeleton Bats Elite Barbarians Valkyrie Skeleton Army
Skeleton Army
Bats Elite Barbarians Valkyrie Giant Skeleton
Skeleton Army Zap Elite Barbarians Valkyrie Giant Skeleton
Elite Barbarians Skeleton Army Giant Skeleton Valkyrie Wizard
Wizard Valkyrie Skeleton Army
Elite Barbarians Skeleton Army Bats Zap Valkyrie Giant Skeleton
Bats Valkyrie Zap Elite Barbarians Wizard Giant Skeleton

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 Giant Skeleton
Zap
Giant Skeleton
Valkyrie Giant Skeleton
Wizard Zap Valkyrie
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard
Bats Elite Barbarians
Zap Valkyrie Wizard
Zap Wizard
Elite Barbarians
Zap Elite Barbarians
Zap Wizard
Wizard
Bats
Zap Wizard
Zap Valkyrie Wizard
Giant Skeleton
Wizard
Zap
Zap Valkyrie Wizard
Zap Wizard
Zap Wizard
Zap
Elite Barbarians Bats Zap Wizard
Zap Bats Wizard
Elite Barbarians
Zap Wizard
Zap
Giant Skeleton
Wizard
Zap Bats Skeleton Army
Zap Wizard
Valkyrie Wizard
Zap Wizard
Zap Giant Skeleton
Elite Barbarians
Zap Bats Elite Barbarians Giant Skeleton
Bats Zap
Zap Giant Skeleton

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