My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Earthquake Wall Breakers Ice Wizard Electro Wizard Graveyard Sparky

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Witch

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 Battle Ram Wizard Witch Golem

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

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

Battle Ram Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Valkyrie Battle Ram Golem

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 Goblin Barrel Golem

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 Battle Ram Goblin Barrel Skeleton Army
Giant Snowball
Bats Battle Ram Goblin Barrel Skeleton Army Witch
Zap
Bats Battle Ram Goblin Barrel Skeleton Army Witch
Barbarian Barrel
Valkyrie Battle Ram Wizard Goblin Barrel Skeleton Army Witch
The Log
Battle Ram Goblin Barrel Skeleton Army Witch
Earthquake
Goblin Barrel Skeleton Army Witch
Arrows
Bats Goblin Barrel Skeleton Army Witch
Royal Delivery
Bats Valkyrie Battle Ram Wizard Goblin Barrel Skeleton Army Witch
Fireball
Battle Ram Wizard Goblin Barrel Skeleton Army Witch
Poison
Bats Wizard Skeleton Army Witch
Lightning
Valkyrie Battle Ram Wizard Witch
Rocket
Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

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 Battle Ram Skeleton Army Golem

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.

Goblin Barrel 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 Goblin Barrel Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Goblin Barrel Skeleton Army Valkyrie Battle Ram Wizard Witch Golem

Shortest cycle

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

12 Bats Goblin Barrel Skeleton Army Valkyrie

Attack Synergies 2 12

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 Battle Ram Goblin Barrel Golem
Valkyrie
Bats Goblin Barrel Battle Ram Wizard Witch
Battle Ram
Bats Valkyrie Goblin Barrel Witch
Wizard
Valkyrie Golem
Goblin Barrel
Valkyrie Bats Battle Ram Skeleton Army Golem
Skeleton Army
Goblin Barrel
Witch
Valkyrie Battle Ram Golem
Golem
Bats Wizard Goblin Barrel Witch

Defense Synergies 0 4

Bats
Valkyrie
Valkyrie
Bats Wizard Witch
Battle Ram
Wizard
Valkyrie Skeleton Army
Goblin Barrel
Skeleton Army
Wizard
Witch
Valkyrie
Golem

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.

Valkyrie Wizard
Skeleton Army Bats Valkyrie Witch
Skeleton Army Witch Bats Valkyrie
Skeleton Army Witch Bats Valkyrie
Valkyrie Skeleton Army
Skeleton Army Bats Valkyrie
Bats Wizard Witch
Valkyrie
Witch Skeleton Army
Skeleton Army Valkyrie
Bats Valkyrie Skeleton Army Witch Wizard
Bats Wizard Witch
Skeleton Army Bats Valkyrie Wizard Witch
Valkyrie Wizard Skeleton Army Bats Witch
Skeleton Army
Skeleton Army
Wizard Bats Valkyrie Skeleton Army Witch
Bats Valkyrie Wizard Skeleton Army Witch
Valkyrie Wizard Witch Bats
Valkyrie Wizard Skeleton Army Bats Witch

Counters to secondary win conditions

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

Valkyrie Skeleton Army Witch
Valkyrie Wizard
Skeleton Army Bats Valkyrie Witch
Valkyrie Skeleton Army Bats
Valkyrie Skeleton Army Witch
Wizard Bats Witch
Skeleton Army Bats Valkyrie Witch
Valkyrie Skeleton Army
Bats Valkyrie Skeleton Army Witch
Witch Skeleton Army
Bats Valkyrie Witch
Skeleton Army Valkyrie
Skeleton Army Valkyrie Wizard Witch
Wizard Valkyrie Skeleton Army Witch
Skeleton Army Witch Bats Valkyrie
Bats Valkyrie Wizard Witch

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
Valkyrie
Wizard Valkyrie
Wizard Bats Witch
Wizard Witch
Wizard
Wizard
Bats
Valkyrie Wizard
Wizard
Wizard Witch
Wizard
Bats
Wizard
Valkyrie Wizard Witch
Wizard
Valkyrie Wizard Witch
Witch
Wizard Witch
Wizard Witch
Bats Wizard Witch
Bats Wizard Witch
Wizard
Wizard
Bats Skeleton Army Witch
Wizard Witch
Valkyrie Wizard
Wizard
Bats Witch
Bats Witch
Witch

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