My Best Clash Royale Deck

Deck Check Rating

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

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 Goblin Gang Baby Dragon

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 Elixir Golem Valkyrie Baby Dragon

Offensive cards

Win conditions

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

Elixir Golem Hog Rider

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.

Goblin Gang Elixir Golem Hog Rider

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.

Goblin Gang Elixir Golem 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
Bats Goblin Gang Elixir Golem Hog Rider Skeleton Army
Giant Snowball
Bats Goblin Gang Hog Rider Skeleton Army Baby Dragon
Zap
Bats Goblin Gang Skeleton Army
Barbarian Barrel
Goblin Gang Elixir Golem Valkyrie Skeleton Army
The Log
Goblin Gang Elixir Golem Hog Rider Skeleton Army
Earthquake
Goblin Gang Elixir Golem Hog Rider Skeleton Army
Arrows
Bats Goblin Gang Skeleton Army
Royal Delivery
Bats Goblin Gang Elixir Golem Valkyrie Hog Rider Skeleton Army Baby Dragon
Fireball
Goblin Gang Elixir Golem Hog Rider Skeleton Army Baby Dragon
Poison
Bats Goblin Gang Elixir Golem Skeleton Army
Lightning
Valkyrie Baby Dragon
Rocket
Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie 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 Elixir Golem 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.

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.

Goblin Gang 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 Goblin Gang Elixir Golem Skeleton Army Fireball Valkyrie Hog Rider Baby Dragon

Shortest cycle

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

11 Bats Goblin Gang Elixir Golem Skeleton Army

Attack Synergies 5 11

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 Hog Rider Elixir Golem Baby Dragon
Goblin Gang
Hog Rider Elixir Golem Valkyrie Baby Dragon
Elixir Golem
Bats Goblin Gang Fireball Hog Rider Baby Dragon
Fireball
Hog Rider Elixir Golem Baby Dragon
Valkyrie
Bats Hog Rider Goblin Gang Baby Dragon
Hog Rider
Bats Goblin Gang Fireball Valkyrie Elixir Golem Baby Dragon
Skeleton Army
Baby Dragon
Bats Goblin Gang Elixir Golem Fireball Valkyrie Hog Rider

Defense Synergies 0 6

Bats
Valkyrie Baby Dragon
Goblin Gang
Valkyrie Skeleton Army
Elixir Golem
Fireball
Valkyrie
Valkyrie
Bats Goblin Gang Fireball Baby Dragon
Hog Rider
Skeleton Army
Goblin Gang
Baby Dragon
Bats 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.

Fireball Valkyrie Baby Dragon
Skeleton Army Bats Goblin Gang Valkyrie
Goblin Gang Skeleton Army Bats Valkyrie
Skeleton Army Bats Goblin Gang Valkyrie
Fireball Valkyrie Skeleton Army
Goblin Gang Fireball Skeleton Army Bats Valkyrie Baby Dragon
Bats Goblin Gang Fireball Baby Dragon
Fireball Valkyrie Baby Dragon
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Valkyrie
Bats Goblin Gang Valkyrie Skeleton Army Fireball Baby Dragon
Bats Goblin Gang Fireball Baby Dragon
Skeleton Army Bats Goblin Gang Fireball Valkyrie
Fireball Valkyrie Skeleton Army Bats Goblin Gang Baby Dragon
Skeleton Army Goblin Gang
Skeleton Army Goblin Gang Fireball
Bats Goblin Gang Fireball Valkyrie Skeleton Army
Fireball Valkyrie Bats Goblin Gang Skeleton Army Baby Dragon
Valkyrie Baby Dragon Bats Fireball
Goblin Gang Valkyrie Skeleton Army Bats Fireball Baby Dragon

Counters to secondary win conditions

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

Goblin Gang Valkyrie Skeleton Army Fireball
Fireball Goblin Gang Valkyrie Baby Dragon
Goblin Gang Skeleton Army Bats Valkyrie
Goblin Gang Valkyrie Skeleton Army Bats Fireball
Goblin Gang Valkyrie Skeleton Army
Fireball Bats Goblin Gang Baby Dragon
Goblin Gang Skeleton Army Bats Fireball Valkyrie
Valkyrie Skeleton Army
Bats Fireball Valkyrie Skeleton Army Baby Dragon
Goblin Gang Skeleton Army
Bats Valkyrie
Skeleton Army Fireball Valkyrie
Skeleton Army Goblin Gang Fireball Valkyrie
Fireball Valkyrie Skeleton Army Baby Dragon
Goblin Gang Skeleton Army Bats Fireball Valkyrie Baby Dragon
Bats Valkyrie Fireball Baby Dragon
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 Valkyrie Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Valkyrie
Fireball Valkyrie Baby Dragon
Fireball Bats Baby Dragon
Baby Dragon
Fireball Baby Dragon
Fireball
Bats Goblin Gang Fireball
Fireball Valkyrie
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Bats
Fireball Baby Dragon
Fireball Valkyrie Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Baby Dragon
Fireball Valkyrie Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Bats Fireball Baby Dragon
Bats Fireball
Fireball
Fireball
Fireball
Fireball
Bats Goblin Gang Fireball Skeleton Army
Fireball Baby Dragon
Fireball
Fireball Goblin Gang Valkyrie Baby Dragon
Fireball Baby Dragon
Fireball
Bats Goblin Gang Fireball Baby Dragon
Bats Fireball
Fireball Baby Dragon
Fireball

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