My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
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.

Spear Goblins Archers Baby Dragon Ice Wizard

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.

Spear Goblins Archers Valkyrie Baby Dragon Ice Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball Void

Punishments

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

Hog Rider

Pump responses

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

Fireball Void

Dropped at the bridge

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

Spear Goblins Valkyrie Hog Rider 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 Hog 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
Spear Goblins Archers Hog Rider
Giant Snowball
Spear Goblins Archers Hog Rider Baby Dragon
Zap
Spear Goblins Archers
Barbarian Barrel
Spear Goblins Archers Valkyrie Ice Wizard
The Log
Spear Goblins Archers Hog Rider
Earthquake
Spear Goblins Archers Hog Rider
Arrows
Spear Goblins Archers
Royal Delivery
Spear Goblins Archers Valkyrie Hog Rider Baby Dragon Ice Wizard
Fireball
Archers Hog Rider Baby Dragon Ice Wizard
Poison
Spear Goblins Archers Ice Wizard
Lightning
Valkyrie Baby Dragon Ice Wizard
Rocket
Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Baby Dragon Ice Wizard

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.

Spear Goblins Valkyrie Baby Dragon Ice Wizard

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 Ice Wizard

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.

Spear Goblins Archers Void Ice Wizard Fireball Valkyrie Hog Rider Baby Dragon

Shortest cycle

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

11 Spear Goblins Archers Void Ice Wizard

Attack Synergies 5 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.

Spear Goblins
Valkyrie Hog Rider Baby Dragon
Archers
Valkyrie Hog Rider Baby Dragon
Fireball
Hog Rider Baby Dragon
Valkyrie
Spear Goblins Archers Hog Rider Baby Dragon
Hog Rider
Spear Goblins Fireball Valkyrie Archers Void Baby Dragon
Void
Hog Rider
Baby Dragon
Spear Goblins Archers Fireball Valkyrie Hog Rider Ice Wizard
Ice Wizard
Baby Dragon

Defense Synergies 2 10

Spear Goblins
Archers Valkyrie Baby Dragon Ice Wizard
Archers
Valkyrie Spear Goblins Baby Dragon Ice Wizard
Fireball
Valkyrie Ice Wizard
Valkyrie
Archers Spear Goblins Fireball Baby Dragon Ice Wizard
Hog Rider
Void
Baby Dragon
Ice Wizard Spear Goblins Archers Valkyrie
Ice Wizard
Baby Dragon Spear Goblins Archers Fireball Valkyrie

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.

Spear Goblins Fireball Valkyrie Void Baby Dragon
Valkyrie Ice Wizard
Archers Valkyrie Void Ice Wizard
Valkyrie Ice Wizard
Fireball Valkyrie
Fireball Spear Goblins Archers Valkyrie Baby Dragon Ice Wizard
Spear Goblins Archers Fireball Void Baby Dragon Ice Wizard
Fireball Valkyrie Void Baby Dragon
Ice Wizard
Spear Goblins Archers Valkyrie Ice Wizard
Archers Valkyrie Ice Wizard Spear Goblins Fireball Baby Dragon
Spear Goblins Archers Fireball Baby Dragon Ice Wizard
Fireball Valkyrie Ice Wizard
Fireball Valkyrie Baby Dragon
Fireball
Fireball Valkyrie
Fireball Valkyrie Spear Goblins Archers Baby Dragon Ice Wizard
Valkyrie Baby Dragon Spear Goblins Archers Fireball Ice Wizard
Valkyrie Spear Goblins Archers Fireball Baby Dragon

Counters to secondary win conditions

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

Valkyrie Spear Goblins Archers Fireball Void
Fireball Void Archers Valkyrie Baby Dragon
Spear Goblins Valkyrie
Valkyrie Fireball
Valkyrie
Fireball Archers Baby Dragon Ice Wizard
Spear Goblins Archers Fireball Valkyrie Void Ice Wizard
Valkyrie
Void Spear Goblins Fireball Valkyrie Baby Dragon
Valkyrie
Fireball Valkyrie Void
Fireball Valkyrie
Archers Fireball Valkyrie Baby Dragon
Spear Goblins Archers Fireball Valkyrie Baby Dragon
Valkyrie Archers Fireball Baby Dragon Ice Wizard
Fireball Void Ice Wizard

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 Void Valkyrie Baby Dragon
Fireball Void Baby Dragon Ice Wizard
Fireball Void Baby Dragon
Fireball Valkyrie Void
Fireball Valkyrie Baby Dragon
Fireball Spear Goblins Baby Dragon Ice Wizard
Archers Baby Dragon
Fireball Baby Dragon Ice Wizard
Fireball Void
Fireball Void
Void Fireball Valkyrie
Fireball Void Archers Baby Dragon
Fireball Void Baby Dragon
Fireball Void Baby Dragon
Fireball Baby Dragon
Spear Goblins Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Void Archers Fireball Baby Dragon
Fireball Valkyrie Void Baby Dragon
Fireball Void Baby Dragon
Fireball Void
Void
Fireball Void Baby Dragon
Fireball Valkyrie Baby Dragon Ice Wizard
Fireball Void Baby Dragon Ice Wizard
Fireball Void Baby Dragon
Fireball Void Baby Dragon
Archers Fireball Void Baby Dragon Ice Wizard
Fireball Void
Fireball Void
Void Fireball
Void Fireball
Fireball
Spear Goblins Archers Fireball Void
Fireball Archers Baby Dragon Ice Wizard
Fireball
Fireball Void Valkyrie Baby Dragon
Fireball Baby Dragon
Void Fireball
Fireball Baby Dragon
Fireball Void
Void Fireball Baby Dragon
Fireball Void
Void

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