My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Drill

Investments

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

Bats Knight Valkyrie Prince

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Fireball The Log

Punishments

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

Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Drill

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Valkyrie Prince

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 Goblin Drill

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 Guards Goblin Drill Prince
Giant Snowball
Bats Guards Goblin Drill
Zap
Bats Guards Goblin Drill Prince
Barbarian Barrel
Knight Valkyrie Guards Goblin Drill
The Log
Guards Goblin Drill Prince
Earthquake
Guards Goblin Drill
Arrows
Bats Guards Goblin Drill
Royal Delivery
Bats Knight Valkyrie Guards Goblin Drill Prince
Fireball
Goblin Drill
Poison
Bats Guards Goblin Drill
Lightning
Knight Valkyrie Prince
Rocket
Valkyrie Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie The Log

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 Knight Valkyrie Guards Goblin Drill Prince

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats The Log Knight Guards Fireball Valkyrie Goblin Drill Prince

Shortest cycle

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

10 Bats The Log Knight Guards

Attack Synergies 4 10

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
Knight Valkyrie Goblin Drill Prince
Knight
Bats Fireball Goblin Drill Prince The Log
Fireball
Goblin Drill Knight The Log
Valkyrie
Bats Prince
Guards
The Log
Goblin Drill
Fireball Bats Knight The Log
Prince
Valkyrie Bats Knight The Log
The Log
Knight Fireball Guards Goblin Drill Prince

Defense Synergies 3 15

Bats
Knight Valkyrie Goblin Drill Prince The Log
Knight
Bats Fireball The Log
Fireball
The Log Knight Valkyrie Goblin Drill
Valkyrie
Bats Fireball Goblin Drill Prince The Log
Guards
Goblin Drill Prince The Log
Goblin Drill
Bats Fireball Valkyrie Guards The Log
Prince
The Log Bats Valkyrie Guards
The Log
Fireball Prince Bats Knight Valkyrie Guards Goblin Drill

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.

Knight Fireball Valkyrie The Log
Bats Knight Valkyrie Goblin Drill Prince The Log
Prince Bats Knight Valkyrie Goblin Drill
Prince Bats Knight Valkyrie Guards Goblin Drill
Fireball Valkyrie Prince The Log
Fireball The Log Bats Valkyrie Guards
Bats Fireball
Fireball Valkyrie The Log
Goblin Drill Prince
Knight Guards Valkyrie Prince
Bats Valkyrie Guards Knight Fireball Goblin Drill The Log
Bats Fireball
Goblin Drill Prince Bats Knight Fireball Valkyrie Guards The Log
Fireball Valkyrie Bats Guards Goblin Drill Prince The Log
Knight Goblin Drill Prince
Fireball Goblin Drill Prince The Log
Bats Knight Fireball Valkyrie Goblin Drill Prince
Fireball Valkyrie Bats Knight Guards Goblin Drill Prince The Log
Valkyrie Goblin Drill The Log Bats Knight Fireball Guards
Goblin Drill Prince
Valkyrie Bats Knight Fireball Guards Prince The Log

Counters to secondary win conditions

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

Knight Valkyrie Guards Fireball Prince
Fireball Knight Valkyrie Prince The Log
Guards Bats Knight Valkyrie Prince The Log
Valkyrie Guards Prince Bats Knight Fireball The Log
Knight Valkyrie Guards Goblin Drill Prince
Fireball Bats
Guards Prince Bats Knight Fireball Valkyrie
Knight Valkyrie Prince
Bats Knight Fireball Valkyrie Prince The Log
Guards Goblin Drill
Bats Knight Valkyrie Guards Prince
Fireball Valkyrie Guards Prince The Log
Prince Knight Fireball Valkyrie Guards
Fireball Valkyrie
Guards Bats Knight Fireball Valkyrie Goblin Drill Prince The Log
Bats Valkyrie Fireball The Log
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 Knight Valkyrie Guards Goblin Drill The Log
Fireball The Log
Fireball Goblin Drill The Log
Knight Fireball Valkyrie Guards Prince The Log
Fireball Valkyrie The Log
Fireball Bats
The Log
Fireball The Log
Fireball The Log
Bats Fireball Guards Prince
Knight Fireball Valkyrie Prince The Log
Fireball
Knight Fireball The Log
Fireball
Fireball Prince The Log
Fireball Goblin Drill The Log
Fireball The Log
Fireball
Bats
Fireball Prince The Log
Fireball Valkyrie The Log
Fireball Prince The Log
Fireball
Prince The Log
Fireball Goblin Drill The Log
The Log Fireball Valkyrie
Fireball The Log
Fireball Prince The Log
Fireball The Log
Bats Fireball
Bats Fireball Guards
Fireball
Fireball The Log
Fireball
Prince
Fireball The Log
Bats Fireball Guards Prince
Fireball
The Log Fireball
Fireball Knight Valkyrie Prince
The Log Fireball
Fireball
Prince
Bats Fireball Guards The Log
Bats Fireball
Fireball Prince The Log
Prince
Fireball

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