My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
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 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 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 Baby Dragon

Defensive buildings

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

Cannon

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 Baby Dragon Balloon

Offensive cards

Win conditions

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

Battle Ram Balloon

Damage spells

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

Fireball

Punishments

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

Battle Ram Balloon

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.

Barbarians Valkyrie Battle Ram Baby Dragon Balloon

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 Balloon

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 Balloon
Giant Snowball
Bats Cannon Barbarians Battle Ram Baby Dragon Balloon
Zap
Bats Cannon Battle Ram Balloon
Barbarian Barrel
Cannon Barbarians Valkyrie Battle Ram
The Log
Cannon Barbarians Battle Ram
Earthquake
Cannon Barbarians
Arrows
Bats
Royal Delivery
Bats Barbarians Valkyrie Battle Ram Baby Dragon Balloon
Fireball
Cannon Barbarians Battle Ram Baby Dragon Balloon
Poison
Bats Cannon Barbarians Balloon
Lightning
Cannon Valkyrie Battle Ram Baby Dragon Balloon
Rocket
Barbarians Valkyrie Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Baby Dragon

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 Battle Ram Baby Dragon

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.

Barbarians Fireball

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 Cannon Fireball Valkyrie Battle Ram Baby Dragon Barbarians Balloon

Shortest cycle

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

13 Bats Cannon Fireball Valkyrie

Attack Synergies 3 9

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 Balloon Battle Ram Baby Dragon
Cannon
Barbarians
Balloon
Fireball
Battle Ram Baby Dragon
Valkyrie
Bats Balloon Battle Ram Baby Dragon
Battle Ram
Bats Fireball Valkyrie Baby Dragon
Baby Dragon
Bats Fireball Valkyrie Battle Ram Balloon
Balloon
Bats Valkyrie Barbarians Baby Dragon

Defense Synergies 0 8

Bats
Cannon Valkyrie Baby Dragon
Cannon
Bats Fireball Valkyrie Baby Dragon
Barbarians
Fireball
Cannon Valkyrie
Valkyrie
Bats Cannon Fireball Baby Dragon
Battle Ram
Baby Dragon
Bats Cannon Valkyrie
Balloon

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.

Cannon Fireball Valkyrie Baby Dragon
Barbarians Bats Cannon Valkyrie
Cannon Barbarians Bats Valkyrie
Cannon Barbarians Bats Valkyrie
Barbarians Fireball Valkyrie
Fireball Bats Cannon Valkyrie Baby Dragon
Bats Cannon Fireball Baby Dragon
Cannon Barbarians Fireball Valkyrie Baby Dragon
Cannon Barbarians
Cannon Barbarians Valkyrie
Bats Barbarians Valkyrie Cannon Fireball Baby Dragon
Bats Fireball Baby Dragon
Cannon Barbarians Bats Fireball Valkyrie
Fireball Valkyrie Bats Cannon Barbarians Baby Dragon
Barbarians Cannon
Barbarians Cannon Fireball
Barbarians Bats Cannon Fireball Valkyrie
Cannon Fireball Bats Barbarians Valkyrie Baby Dragon
Valkyrie Baby Dragon Bats Cannon Barbarians Fireball
Barbarians Cannon
Valkyrie Bats Cannon Barbarians Fireball Baby Dragon

Counters to secondary win conditions

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

Barbarians Valkyrie Fireball
Fireball Valkyrie Baby Dragon
Barbarians Bats Valkyrie
Valkyrie Bats Barbarians Fireball
Barbarians Cannon Valkyrie
Fireball Bats Baby Dragon
Bats Barbarians Fireball Valkyrie
Barbarians Valkyrie
Bats Barbarians Fireball Valkyrie Baby Dragon
Cannon Barbarians
Bats Barbarians Valkyrie
Barbarians Fireball Valkyrie
Barbarians Cannon Fireball Valkyrie
Cannon Barbarians Fireball Valkyrie Baby Dragon
Barbarians Bats Fireball Valkyrie Baby Dragon
Bats Valkyrie Cannon Barbarians Fireball Baby Dragon
Cannon Fireball

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 Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Barbarians Fireball Valkyrie
Fireball Valkyrie Baby Dragon
Fireball Bats Baby Dragon
Baby Dragon
Fireball Baby Dragon
Fireball
Bats Fireball
Fireball Valkyrie
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Bats
Fireball Baby Dragon
Fireball Valkyrie Baby Dragon
Fireball Baby Dragon
Fireball
Barbarians Fireball Baby Dragon
Fireball Valkyrie Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Bats Fireball Baby Dragon
Bats Fireball
Fireball
Fireball
Fireball
Fireball
Bats Barbarians Fireball
Fireball Baby Dragon
Fireball
Fireball Valkyrie Baby Dragon
Fireball Baby Dragon
Fireball
Bats Fireball Baby Dragon
Bats Fireball
Fireball Baby Dragon
Fireball

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