My Best Clash Royale Deck

Deck Check Rating

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

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 Magic Archer Ram Rider

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 Magic Archer Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap Rage

Punishments

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

Elite Barbarians Ram 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 Magic Archer Ram Rider

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

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Valkyrie Magic Archer

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 Rage Skeleton Army

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

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 Zap Rage Skeleton Army Valkyrie Magic Archer Ram Rider Elite Barbarians

Shortest cycle

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

9 Bats Zap Rage Skeleton Army

Attack Synergies 6 8

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 Zap Elite Barbarians Rage Ram Rider
Zap
Elite Barbarians Ram Rider Bats Valkyrie Magic Archer
Elite Barbarians
Zap Valkyrie Rage Bats
Valkyrie
Bats Elite Barbarians Zap Magic Archer Ram Rider
Rage
Elite Barbarians Bats
Skeleton Army
Magic Archer
Ram Rider Zap Valkyrie
Ram Rider
Zap Magic Archer Bats Valkyrie

Defense Synergies 1 10

Bats
Zap Valkyrie
Zap
Bats Elite Barbarians Valkyrie Skeleton Army Magic Archer Ram Rider
Elite Barbarians
Valkyrie Zap
Valkyrie
Elite Barbarians Bats Zap Magic Archer
Rage
Skeleton Army
Zap Magic Archer
Magic Archer
Zap Valkyrie Skeleton Army Ram Rider
Ram Rider
Zap Magic Archer

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 Magic Archer Ram Rider
Elite Barbarians Skeleton Army Bats Zap Valkyrie Ram Rider
Skeleton Army Ram Rider Bats Elite Barbarians Valkyrie
Elite Barbarians Skeleton Army Bats Valkyrie Ram Rider
Elite Barbarians Valkyrie Skeleton Army
Skeleton Army Bats Zap Valkyrie Magic Archer
Bats Ram Rider Zap Magic Archer
Zap Valkyrie Magic Archer Ram Rider
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Valkyrie
Bats Valkyrie Skeleton Army Zap Magic Archer Ram Rider
Bats Zap Magic Archer Ram Rider
Skeleton Army Bats Zap Elite Barbarians Valkyrie Ram Rider
Valkyrie Skeleton Army Bats Zap Magic Archer
Elite Barbarians Skeleton Army Ram Rider
Skeleton Army Zap Elite Barbarians Ram Rider
Bats Elite Barbarians Valkyrie Skeleton Army
Bats Zap Elite Barbarians Valkyrie Skeleton Army Magic Archer Ram Rider
Zap Valkyrie Bats Magic Archer Ram Rider
Elite Barbarians Ram Rider
Valkyrie Skeleton Army Bats Elite Barbarians

Counters to secondary win conditions

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

Valkyrie Skeleton Army Zap Elite Barbarians
Zap Elite Barbarians Valkyrie Magic Archer
Skeleton Army Bats Zap Elite Barbarians Valkyrie Ram Rider
Valkyrie Skeleton Army Bats Zap Elite Barbarians Ram Rider
Elite Barbarians Valkyrie Skeleton Army Ram Rider
Bats Zap Magic Archer Ram Rider
Skeleton Army Bats Elite Barbarians Valkyrie Ram Rider
Elite Barbarians Valkyrie Skeleton Army
Zap Bats Elite Barbarians Valkyrie Skeleton Army Magic Archer
Skeleton Army
Bats Elite Barbarians Valkyrie
Skeleton Army Zap Elite Barbarians Valkyrie
Elite Barbarians Skeleton Army Valkyrie Ram Rider
Valkyrie Skeleton Army Magic Archer
Elite Barbarians Skeleton Army Bats Zap Valkyrie Magic Archer
Bats Valkyrie Zap Elite Barbarians Magic Archer
Zap

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.)

Magic Archer Valkyrie
Zap Magic Archer Ram Rider
Magic Archer
Valkyrie
Zap Valkyrie Magic Archer
Bats Zap Magic Archer Ram Rider
Magic Archer
Zap Magic Archer Ram Rider
Zap Ram Rider
Bats Elite Barbarians
Zap Valkyrie Magic Archer Ram Rider
Zap Magic Archer
Elite Barbarians Magic Archer
Magic Archer
Zap Elite Barbarians Magic Archer
Zap Magic Archer
Magic Archer
Bats
Zap Magic Archer
Zap Valkyrie Magic Archer
Magic Archer
Zap
Zap Valkyrie Magic Archer
Zap Magic Archer Ram Rider
Zap Magic Archer Ram Rider
Zap Magic Archer
Elite Barbarians Bats Zap Magic Archer
Zap Bats
Elite Barbarians
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Bats Skeleton Army Magic Archer
Zap Magic Archer Ram Rider
Valkyrie Magic Archer
Zap Magic Archer
Zap
Elite Barbarians
Zap Bats Elite Barbarians Magic Archer
Bats Zap Magic Archer
Zap Magic Archer

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