My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
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 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 Witch

Defensive buildings

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

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Royal Giant Valkyrie Baby Dragon Witch

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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.

Royal Giant Valkyrie Baby Dragon

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

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 Royal Giant Skeleton Army
Giant Snowball
Bats Skeleton Army Baby Dragon Witch
Zap
Bats Royal Giant Skeleton Army Witch
Barbarian Barrel
Valkyrie Bomb Tower Skeleton Army Witch
The Log
Royal Giant Skeleton Army Witch
Earthquake
Bomb Tower Skeleton Army Witch
Arrows
Bats Skeleton Army Witch
Royal Delivery
Bats Valkyrie Skeleton Army Baby Dragon Witch
Fireball
Bomb Tower Skeleton Army Baby Dragon Witch
Poison
Bats Bomb Tower Skeleton Army Witch
Lightning
Valkyrie Bomb Tower Baby Dragon Witch
Rocket
Valkyrie Bomb Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Bomb Tower Baby Dragon

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 Skeleton Army 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.

Royal Giant 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 Witch

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 Skeleton Army Fireball Valkyrie Bomb Tower Baby Dragon Witch Royal Giant

Shortest cycle

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

13 Bats Skeleton Army Fireball Valkyrie

Attack Synergies 3 7

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
Royal Giant Valkyrie Baby Dragon
Royal Giant
Bats Fireball Baby Dragon Witch
Fireball
Royal Giant Baby Dragon
Valkyrie
Bats Baby Dragon Witch
Bomb Tower
Skeleton Army
Baby Dragon
Bats Royal Giant Fireball Valkyrie Witch
Witch
Royal Giant Valkyrie Baby Dragon

Defense Synergies 0 11

Bats
Valkyrie Bomb Tower Baby Dragon
Royal Giant
Fireball
Valkyrie Bomb Tower
Valkyrie
Bats Fireball Bomb Tower Baby Dragon Witch
Bomb Tower
Bats Fireball Valkyrie Skeleton Army Baby Dragon
Skeleton Army
Bomb Tower
Baby Dragon
Bats Valkyrie Bomb Tower Witch
Witch
Valkyrie Baby Dragon

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.

Fireball Valkyrie Baby Dragon
Bomb Tower Skeleton Army Bats Valkyrie Witch
Bomb Tower Skeleton Army Witch Bats Valkyrie
Bomb Tower Skeleton Army Witch Bats Valkyrie
Fireball Valkyrie Bomb Tower Skeleton Army
Fireball Skeleton Army Bats Valkyrie Bomb Tower Baby Dragon
Bats Fireball Bomb Tower Baby Dragon Witch
Fireball Valkyrie Bomb Tower Baby Dragon
Witch Bomb Tower Skeleton Army
Skeleton Army Valkyrie
Bats Valkyrie Skeleton Army Witch Fireball Bomb Tower Baby Dragon
Bats Fireball Baby Dragon Witch
Bomb Tower Skeleton Army Bats Fireball Valkyrie Witch
Fireball Valkyrie Bomb Tower Skeleton Army Bats Baby Dragon Witch
Skeleton Army Bomb Tower
Bomb Tower Skeleton Army Fireball
Bomb Tower Bats Fireball Valkyrie Skeleton Army Witch
Fireball Valkyrie Bomb Tower Bats Skeleton Army Baby Dragon Witch
Valkyrie Bomb Tower Baby Dragon Witch Bats Fireball
Bomb Tower
Valkyrie Skeleton Army Bats Fireball Bomb Tower Baby Dragon Witch
Bomb Tower

Counters to secondary win conditions

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

Valkyrie Skeleton Army Fireball Witch
Fireball Valkyrie Bomb Tower Baby Dragon
Skeleton Army Bats Valkyrie Bomb Tower Witch
Valkyrie Skeleton Army Bats Fireball
Valkyrie Skeleton Army Witch
Fireball Bats Bomb Tower Baby Dragon Witch
Skeleton Army Bats Fireball Valkyrie Bomb Tower Witch
Valkyrie Bomb Tower Skeleton Army
Bats Fireball Valkyrie Bomb Tower Skeleton Army Baby Dragon Witch
Witch Skeleton Army
Bats Valkyrie Bomb Tower Witch
Skeleton Army Fireball Valkyrie
Skeleton Army Fireball Valkyrie Bomb Tower Witch
Fireball Valkyrie Bomb Tower Skeleton Army Baby Dragon Witch
Skeleton Army Witch Bats Fireball Valkyrie Bomb Tower Baby Dragon
Bats Valkyrie Fireball Bomb Tower Baby Dragon Witch
Fireball Bomb Tower

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
Fireball Valkyrie
Fireball Valkyrie Baby Dragon
Fireball Bats Baby Dragon Witch
Baby Dragon Witch
Fireball Baby Dragon
Fireball
Bats Fireball
Fireball Valkyrie
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Witch
Fireball Baby Dragon
Fireball
Bats
Fireball Baby Dragon
Fireball Valkyrie Baby Dragon Witch
Fireball Baby Dragon
Fireball
Fireball Baby Dragon
Fireball Valkyrie Baby Dragon Witch
Witch
Fireball Baby Dragon Witch
Fireball Baby Dragon Witch
Fireball Baby Dragon
Bats Fireball Baby Dragon Witch
Bats Fireball Witch
Fireball
Fireball
Fireball
Fireball
Bats Fireball Skeleton Army Witch
Fireball Baby Dragon Witch
Fireball
Fireball Valkyrie Baby Dragon
Fireball Baby Dragon
Fireball
Bats Fireball Baby Dragon Witch
Bats Fireball Witch
Fireball Baby Dragon Witch
Fireball

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