My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Great!
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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

Defensive buildings

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

Mortar

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 Balloon

Offensive cards

Win conditions

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

Mortar Balloon

Damage spells

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

Fireball Rage

Punishments

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

Mortar Elite Barbarians 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.

Mortar Elite Barbarians Valkyrie 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.

Elite Barbarians 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 Elite Barbarians Skeleton Army Balloon
Giant Snowball
Bats Skeleton Army Balloon
Zap
Bats Mortar Skeleton Army Balloon
Barbarian Barrel
Mortar Elite Barbarians Valkyrie Skeleton Army
The Log
Elite Barbarians Skeleton Army
Earthquake
Mortar Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Elite Barbarians Valkyrie Skeleton Army Balloon
Fireball
Mortar Elite Barbarians Skeleton Army Balloon
Poison
Bats Mortar Skeleton Army Balloon
Lightning
Mortar Elite Barbarians Valkyrie Balloon
Rocket
Mortar Elite Barbarians Valkyrie Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball Valkyrie

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 Fireball 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.

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 Rage Skeleton Army Mortar Fireball Valkyrie Balloon Elite Barbarians

Shortest cycle

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

11 Bats Rage Skeleton Army Mortar

Attack Synergies 6 5

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 Mortar Elite Barbarians Rage
Mortar
Bats Fireball
Elite Barbarians
Valkyrie Rage Bats Fireball
Fireball
Mortar Elite Barbarians
Valkyrie
Bats Elite Barbarians Balloon
Rage
Elite Barbarians Balloon Bats
Skeleton Army
Balloon
Bats Valkyrie Rage

Defense Synergies 1 6

Bats
Mortar Valkyrie
Mortar
Bats Fireball Valkyrie Skeleton Army
Elite Barbarians
Valkyrie
Fireball
Mortar Valkyrie
Valkyrie
Elite Barbarians Bats Mortar Fireball
Rage
Skeleton Army
Mortar
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.

Mortar Fireball Valkyrie
Elite Barbarians Skeleton Army Bats Mortar Valkyrie
Mortar Skeleton Army Bats Elite Barbarians Valkyrie
Elite Barbarians Skeleton Army Bats Mortar Valkyrie
Elite Barbarians Fireball Valkyrie Skeleton Army
Fireball Skeleton Army Bats Valkyrie
Bats Mortar Fireball
Fireball Valkyrie
Mortar Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Valkyrie
Bats Valkyrie Skeleton Army Fireball
Bats Fireball
Mortar Skeleton Army Bats Elite Barbarians Fireball Valkyrie
Fireball Valkyrie Skeleton Army Bats Mortar
Elite Barbarians Skeleton Army Mortar
Skeleton Army Mortar Elite Barbarians Fireball
Bats Mortar Elite Barbarians Fireball Valkyrie Skeleton Army
Mortar Fireball Valkyrie Bats Elite Barbarians Skeleton Army
Mortar Valkyrie Bats Fireball
Mortar Elite Barbarians
Valkyrie Skeleton Army Bats Elite Barbarians Fireball

Counters to secondary win conditions

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

Valkyrie Skeleton Army Elite Barbarians Fireball
Fireball Mortar Elite Barbarians Valkyrie
Skeleton Army Bats Elite Barbarians Valkyrie
Valkyrie Skeleton Army Bats Elite Barbarians Fireball
Elite Barbarians Valkyrie Skeleton Army
Fireball Bats
Skeleton Army Bats Elite Barbarians Fireball Valkyrie
Elite Barbarians Valkyrie Skeleton Army
Bats Mortar Elite Barbarians Fireball Valkyrie Skeleton Army
Skeleton Army
Bats Elite Barbarians Valkyrie
Skeleton Army Elite Barbarians Fireball Valkyrie
Elite Barbarians Skeleton Army Fireball Valkyrie
Fireball Valkyrie Skeleton Army
Elite Barbarians Skeleton Army Bats Mortar Fireball Valkyrie
Bats Valkyrie Elite Barbarians Fireball
Mortar 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 Mortar Valkyrie
Mortar Fireball
Fireball
Fireball Valkyrie
Fireball Mortar Valkyrie
Fireball Bats
Mortar
Fireball
Fireball Mortar
Bats Elite Barbarians Fireball
Mortar Fireball Valkyrie
Fireball
Mortar Elite Barbarians Fireball
Mortar Fireball
Mortar Elite Barbarians Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Bats
Mortar Fireball
Mortar Fireball Valkyrie
Fireball
Fireball
Mortar Fireball
Mortar Fireball Valkyrie
Mortar Fireball
Fireball Mortar
Fireball Mortar
Elite Barbarians Bats Fireball
Bats Fireball
Elite Barbarians Fireball
Mortar Fireball
Fireball
Fireball
Bats Fireball Skeleton Army
Fireball
Fireball
Fireball Valkyrie
Mortar Fireball
Fireball
Elite Barbarians
Bats Elite Barbarians Fireball
Bats Fireball
Mortar Fireball
Fireball Mortar

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