My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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 Archers Musketeer 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 Archers Musketeer Valkyrie Giant Baby Dragon

Offensive cards

Win conditions

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

Giant Goblin Barrel

Damage spells

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

Missing

Punishments

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

Giant Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Barbarians Valkyrie Giant 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 Goblin Barrel

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 Archers Giant Goblin Barrel
Giant Snowball
Bats Archers Barbarians Musketeer Goblin Barrel Baby Dragon
Zap
Bats Archers Goblin Barrel
Barbarian Barrel
Archers Barbarians Musketeer Valkyrie Goblin Barrel
The Log
Archers Barbarians Musketeer Goblin Barrel
Earthquake
Archers Barbarians Goblin Barrel
Arrows
Bats Archers Goblin Barrel
Royal Delivery
Bats Archers Barbarians Musketeer Valkyrie Goblin Barrel Baby Dragon
Fireball
Archers Barbarians Musketeer Goblin Barrel Baby Dragon
Poison
Bats Archers Barbarians Musketeer
Lightning
Musketeer Valkyrie Baby Dragon
Rocket
Barbarians Musketeer Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Baby Dragon

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 Valkyrie 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.

Goblin Barrel

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.

Barbarians Musketeer Goblin Barrel

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 Archers Goblin Barrel Musketeer Valkyrie Baby Dragon Barbarians Giant

Shortest cycle

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

12 Bats Archers Goblin Barrel Musketeer

Attack Synergies 7 9

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 Giant Goblin Barrel Baby Dragon
Archers
Valkyrie Giant Baby Dragon
Barbarians
Musketeer
Valkyrie Giant Baby Dragon
Valkyrie
Bats Archers Musketeer Goblin Barrel Giant Baby Dragon
Giant
Bats Musketeer Goblin Barrel Archers Valkyrie Baby Dragon
Goblin Barrel
Valkyrie Giant Bats Baby Dragon
Baby Dragon
Bats Archers Musketeer Valkyrie Giant Goblin Barrel

Defense Synergies 2 6

Bats
Musketeer Valkyrie Baby Dragon
Archers
Valkyrie Baby Dragon
Barbarians
Musketeer
Valkyrie Bats Baby Dragon
Valkyrie
Archers Musketeer Bats Baby Dragon
Giant
Goblin Barrel
Baby Dragon
Bats Archers Musketeer 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.

Musketeer Valkyrie Baby Dragon
Barbarians Bats Musketeer Valkyrie
Barbarians Bats Archers Musketeer Valkyrie
Barbarians Bats Musketeer Valkyrie
Barbarians Valkyrie
Bats Archers Musketeer Valkyrie Baby Dragon
Bats Musketeer Archers Baby Dragon
Barbarians Musketeer Valkyrie Baby Dragon
Barbarians Musketeer
Archers Barbarians Musketeer Valkyrie
Bats Archers Barbarians Valkyrie Musketeer Baby Dragon
Musketeer Bats Archers Baby Dragon
Barbarians Bats Musketeer Valkyrie
Valkyrie Bats Barbarians Baby Dragon
Barbarians
Barbarians
Barbarians Bats Musketeer Valkyrie
Bats Archers Barbarians Musketeer Valkyrie Baby Dragon
Valkyrie Baby Dragon Bats Archers Barbarians Musketeer
Barbarians Musketeer
Valkyrie Bats Archers Barbarians Musketeer Baby Dragon

Counters to secondary win conditions

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

Barbarians Valkyrie Archers
Archers Musketeer Valkyrie Baby Dragon
Barbarians Bats Musketeer Valkyrie
Valkyrie Bats Barbarians Musketeer
Barbarians Musketeer Valkyrie
Bats Archers Musketeer Baby Dragon
Bats Archers Barbarians Musketeer Valkyrie
Barbarians Valkyrie
Bats Barbarians Valkyrie Baby Dragon
Barbarians Musketeer
Bats Barbarians Musketeer Valkyrie
Barbarians Valkyrie
Barbarians Valkyrie
Archers Barbarians Musketeer Valkyrie Baby Dragon
Barbarians Bats Archers Musketeer Valkyrie Baby Dragon
Bats Valkyrie Archers Barbarians Musketeer Baby Dragon

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.)

Musketeer Valkyrie Baby Dragon
Musketeer Baby Dragon
Baby Dragon
Barbarians Musketeer Valkyrie
Valkyrie Baby Dragon
Bats Musketeer Baby Dragon
Archers Musketeer Baby Dragon
Baby Dragon
Bats Musketeer
Musketeer Valkyrie
Archers Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Bats
Archers Musketeer Baby Dragon
Valkyrie Baby Dragon
Musketeer Baby Dragon
Musketeer
Barbarians Musketeer Baby Dragon
Valkyrie Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Bats Archers Musketeer Baby Dragon
Bats Musketeer
Musketeer
Bats Archers Barbarians Musketeer
Archers Musketeer Baby Dragon
Musketeer Valkyrie Baby Dragon
Musketeer Baby Dragon
Musketeer
Bats Musketeer Baby Dragon
Bats Musketeer
Musketeer Baby Dragon

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