My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Wall Breakers Electro Dragon Bandit Ram Rider

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!
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 Ice Golem 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 Ice Golem Valkyrie Wizard P.E.K.K.A

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.

The Log

Punishments

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

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.

Ice Golem Valkyrie Hog Rider P.E.K.K.A

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 Hog Rider

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 Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Skeleton Army
Barbarian Barrel
Valkyrie Wizard Skeleton Army
The Log
Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Valkyrie Hog Rider Wizard Skeleton Army P.E.K.K.A
Fireball
Hog Rider Wizard Skeleton Army
Poison
Bats Wizard Skeleton Army
Lightning
Ice Golem Valkyrie Wizard
Rocket
Valkyrie Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Valkyrie Wizard The Log

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 Ice Golem Valkyrie Skeleton Army P.E.K.K.A

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.

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.

Ice Golem 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 Ice Golem The Log Skeleton Army Valkyrie Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

9 Bats Ice Golem The Log Skeleton Army

Attack Synergies 6 6

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
Ice Golem Valkyrie Hog Rider P.E.K.K.A
Ice Golem
Bats Hog Rider
Valkyrie
Bats Hog Rider Wizard P.E.K.K.A
Hog Rider
Bats Ice Golem Valkyrie The Log Wizard
Wizard
Valkyrie Hog Rider P.E.K.K.A
Skeleton Army
P.E.K.K.A
Bats Valkyrie Wizard The Log
The Log
Hog Rider P.E.K.K.A

Defense Synergies 1 13

Bats
Ice Golem Valkyrie P.E.K.K.A The Log
Ice Golem
Bats Wizard The Log
Valkyrie
Bats Wizard P.E.K.K.A The Log
Hog Rider
Wizard
Ice Golem Valkyrie Skeleton Army P.E.K.K.A The Log
Skeleton Army
Wizard The Log
P.E.K.K.A
The Log Bats Valkyrie Wizard
The Log
P.E.K.K.A Bats Ice Golem Valkyrie 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.

Ice Golem Valkyrie Wizard The Log
Skeleton Army P.E.K.K.A Bats Valkyrie The Log
Skeleton Army P.E.K.K.A Bats Valkyrie
Skeleton Army P.E.K.K.A Bats Valkyrie
Valkyrie Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Bats Valkyrie
Bats Wizard
Ice Golem Valkyrie P.E.K.K.A The Log
P.E.K.K.A Skeleton Army
Skeleton Army Ice Golem Valkyrie
Bats Valkyrie Skeleton Army Ice Golem Wizard The Log
Bats Wizard
Skeleton Army P.E.K.K.A Bats Valkyrie Wizard The Log
Valkyrie Wizard Skeleton Army Bats P.E.K.K.A The Log
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A The Log
Wizard Bats Valkyrie Skeleton Army P.E.K.K.A
Bats Valkyrie Wizard Skeleton Army The Log
Valkyrie Wizard The Log Bats Ice Golem
P.E.K.K.A
Valkyrie Wizard Skeleton Army Bats P.E.K.K.A The Log

Counters to secondary win conditions

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

Valkyrie Skeleton Army Ice Golem P.E.K.K.A
Ice Golem Valkyrie Wizard The Log
Skeleton Army P.E.K.K.A Bats Ice Golem Valkyrie The Log
Valkyrie Skeleton Army P.E.K.K.A Bats Ice Golem The Log
P.E.K.K.A Valkyrie Skeleton Army
Wizard Bats Ice Golem
Skeleton Army P.E.K.K.A Bats Ice Golem Valkyrie
P.E.K.K.A Valkyrie Skeleton Army
P.E.K.K.A Bats Ice Golem Valkyrie Skeleton Army The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Valkyrie
Skeleton Army P.E.K.K.A Valkyrie The Log
Skeleton Army P.E.K.K.A Ice Golem Valkyrie Wizard
Wizard Valkyrie Skeleton Army
Skeleton Army Bats Ice Golem Valkyrie P.E.K.K.A The Log
Bats Valkyrie Ice Golem Wizard P.E.K.K.A The Log

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.)

Ice Golem Valkyrie The Log
The Log
The Log
Ice Golem Valkyrie The Log
Wizard Valkyrie The Log
Wizard Bats Ice Golem
Wizard The Log
The Log Ice Golem Wizard
The Log Wizard
Bats
Valkyrie Wizard The Log
Wizard
Ice Golem The Log
Ice Golem The Log
Wizard The Log
Wizard The Log
Bats
Wizard The Log
Valkyrie Wizard The Log
The Log
Wizard
The Log
The Log
Ice Golem The Log Valkyrie Wizard
The Log Wizard
Wizard The Log
The Log
Bats Ice Golem Wizard
Bats Wizard
Wizard The Log
P.E.K.K.A
Wizard The Log
Bats Skeleton Army
Wizard
The Log
Valkyrie Wizard
The Log Ice Golem Wizard
P.E.K.K.A
Bats The Log
Bats
The Log

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