My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

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 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 Goblin Hut Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

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 Goblin Hut Wizard

Offensive cards

Win conditions

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

Battle Ram

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.

Mini P.E.K.K.A Battle Ram

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 Barbarians Mini P.E.K.K.A Valkyrie Battle Ram

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.

Mini P.E.K.K.A Valkyrie

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
Giant Snowball
Fire Spirit Bats Barbarians Battle Ram Goblin Hut
Zap
Fire Spirit Bats Battle Ram Goblin Hut
Barbarian Barrel
Fire Spirit Barbarians Valkyrie Battle Ram Goblin Hut Wizard
The Log
Fire Spirit Barbarians Mini P.E.K.K.A Battle Ram Goblin Hut
Earthquake
Barbarians Goblin Hut
Arrows
Fire Spirit Bats Goblin Hut
Royal Delivery
Fire Spirit Bats Barbarians Mini P.E.K.K.A Valkyrie Battle Ram Goblin Hut Wizard
Fireball
Barbarians Battle Ram Goblin Hut Wizard
Poison
Bats Barbarians Goblin Hut Wizard
Lightning
Mini P.E.K.K.A Valkyrie Battle Ram Goblin Hut Wizard
Rocket
Barbarians Valkyrie Goblin Hut Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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 Mini P.E.K.K.A Valkyrie Battle Ram

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 Barbarians 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.

Fire Spirit Bats Mini P.E.K.K.A Valkyrie Battle Ram Barbarians Goblin Hut Wizard

Shortest cycle

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

11 Fire Spirit Bats Mini P.E.K.K.A Valkyrie

Attack Synergies 2 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
Valkyrie Mini P.E.K.K.A Battle Ram
Bats
Valkyrie Mini P.E.K.K.A Battle Ram
Barbarians
Mini P.E.K.K.A
Fire Spirit Bats Valkyrie Goblin Hut Wizard
Valkyrie
Fire Spirit Bats Mini P.E.K.K.A Battle Ram Goblin Hut Wizard
Battle Ram
Fire Spirit Bats Valkyrie Goblin Hut
Goblin Hut
Mini P.E.K.K.A Valkyrie Battle Ram
Wizard
Mini P.E.K.K.A Valkyrie

Defense Synergies 0 10

Fire Spirit
Mini P.E.K.K.A Valkyrie
Bats
Mini P.E.K.K.A Valkyrie
Barbarians
Mini P.E.K.K.A
Fire Spirit Bats Valkyrie Goblin Hut Wizard
Valkyrie
Fire Spirit Bats Mini P.E.K.K.A Goblin Hut Wizard
Battle Ram
Goblin Hut
Mini P.E.K.K.A Valkyrie Wizard
Wizard
Mini P.E.K.K.A Valkyrie Goblin Hut

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 Goblin Hut Wizard
Barbarians Mini P.E.K.K.A Bats Valkyrie Goblin Hut
Barbarians Mini P.E.K.K.A Goblin Hut Fire Spirit Bats Valkyrie
Barbarians Mini P.E.K.K.A Goblin Hut Bats Valkyrie
Barbarians Mini P.E.K.K.A Valkyrie
Fire Spirit Bats Valkyrie
Bats Fire Spirit Goblin Hut Wizard
Barbarians Valkyrie
Barbarians Mini P.E.K.K.A Goblin Hut
Fire Spirit Barbarians Mini P.E.K.K.A Valkyrie
Bats Barbarians Valkyrie Goblin Hut Wizard
Bats Goblin Hut Wizard
Barbarians Mini P.E.K.K.A Goblin Hut Fire Spirit Bats Valkyrie Wizard
Fire Spirit Valkyrie Wizard Bats Barbarians Mini P.E.K.K.A Goblin Hut
Barbarians Mini P.E.K.K.A Goblin Hut
Barbarians Mini P.E.K.K.A Goblin Hut
Barbarians Wizard Bats Mini P.E.K.K.A Valkyrie Goblin Hut
Fire Spirit Valkyrie Bats Barbarians Goblin Hut Wizard
Valkyrie Wizard Fire Spirit Bats Barbarians Goblin Hut
Barbarians Mini P.E.K.K.A Goblin Hut
Valkyrie Wizard Fire Spirit Bats Barbarians Mini P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Valkyrie Goblin Hut
Mini P.E.K.K.A Valkyrie Wizard
Barbarians Bats Mini P.E.K.K.A Valkyrie Goblin Hut
Mini P.E.K.K.A Valkyrie Bats Barbarians
Barbarians Mini P.E.K.K.A Valkyrie Goblin Hut
Fire Spirit Wizard Bats Goblin Hut
Mini P.E.K.K.A Bats Barbarians Valkyrie Goblin Hut
Mini P.E.K.K.A Barbarians Valkyrie
Bats Barbarians Mini P.E.K.K.A Valkyrie Goblin Hut
Barbarians Goblin Hut
Bats Barbarians Mini P.E.K.K.A Valkyrie Goblin Hut
Barbarians Valkyrie
Barbarians Mini P.E.K.K.A Valkyrie Wizard
Wizard Barbarians Valkyrie
Barbarians Goblin Hut Bats Mini P.E.K.K.A Valkyrie
Bats Valkyrie Barbarians Mini P.E.K.K.A Goblin Hut Wizard
Goblin Hut

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
Goblin Hut
Barbarians Valkyrie
Wizard Fire Spirit Valkyrie
Wizard Fire Spirit Bats
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Bats Mini P.E.K.K.A
Valkyrie Wizard
Fire Spirit Wizard
Fire Spirit Goblin Hut
Goblin Hut
Goblin Hut Wizard
Goblin Hut Wizard
Bats Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Wizard
Fire Spirit Valkyrie Wizard
Wizard
Barbarians
Fire Spirit Valkyrie Wizard
Wizard
Wizard
Fire Spirit Bats Wizard
Bats Goblin Hut Wizard
Mini P.E.K.K.A
Wizard
Wizard
Fire Spirit Bats Barbarians Goblin Hut
Fire Spirit Wizard
Mini P.E.K.K.A Valkyrie Wizard
Wizard
Bats
Bats
Wizard

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