My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
Bad

3 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Ice Wizard

Defensive buildings

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

Tombstone

Investments

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

Bats Tombstone Valkyrie Baby Dragon Witch Golem Ice Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Fireball

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.

Valkyrie Baby Dragon Golem

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 Golem

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
Giant Snowball
Bats Tombstone Baby Dragon Witch
Zap
Bats Tombstone Witch
Barbarian Barrel
Tombstone Valkyrie Witch Ice Wizard
The Log
Tombstone Witch
Earthquake
Tombstone Witch
Arrows
Bats Tombstone Witch
Royal Delivery
Bats Valkyrie Baby Dragon Witch Ice Wizard
Fireball
Tombstone Baby Dragon Witch Ice Wizard
Poison
Bats Tombstone Witch Ice Wizard
Lightning
Tombstone Valkyrie Baby Dragon Witch Ice Wizard
Rocket
Valkyrie Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Witch 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.

Bats Tombstone Valkyrie Baby Dragon Golem 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 Witch 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Tombstone Ice Wizard Fireball Valkyrie Baby Dragon Witch Golem

Shortest cycle

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

12 Bats Tombstone Ice Wizard Fireball

Attack Synergies 3 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 Baby Dragon Golem
Tombstone
Fireball
Golem Baby Dragon
Valkyrie
Bats Baby Dragon Witch
Baby Dragon
Golem Bats Fireball Valkyrie Witch Ice Wizard
Witch
Valkyrie Baby Dragon Golem
Golem
Fireball Baby Dragon Bats Witch Ice Wizard
Ice Wizard
Baby Dragon Golem

Defense Synergies 1 13

Bats
Valkyrie Baby Dragon Ice Wizard
Tombstone
Fireball Baby Dragon Ice Wizard
Fireball
Tombstone Valkyrie Ice Wizard
Valkyrie
Bats Fireball Baby Dragon Witch Ice Wizard
Baby Dragon
Ice Wizard Bats Tombstone Valkyrie Witch
Witch
Valkyrie Baby Dragon Ice Wizard
Golem
Ice Wizard
Baby Dragon Bats Tombstone Fireball Valkyrie Witch

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.

Tombstone Fireball Valkyrie Baby Dragon
Bats Tombstone Valkyrie Witch Ice Wizard
Witch Bats Tombstone Valkyrie Ice Wizard
Witch Bats Tombstone Valkyrie Ice Wizard
Tombstone Fireball Valkyrie
Fireball Bats Valkyrie Baby Dragon Ice Wizard
Bats Tombstone Fireball Baby Dragon Witch Ice Wizard
Fireball Valkyrie Baby Dragon
Witch Tombstone Ice Wizard
Valkyrie Ice Wizard
Bats Valkyrie Witch Ice Wizard Tombstone Fireball Baby Dragon
Bats Fireball Baby Dragon Witch Ice Wizard
Tombstone Bats Fireball Valkyrie Witch Ice Wizard
Fireball Valkyrie Bats Tombstone Baby Dragon Witch
Tombstone
Fireball
Bats Tombstone Fireball Valkyrie Witch
Tombstone Fireball Bats Valkyrie Baby Dragon Witch Ice Wizard
Valkyrie Baby Dragon Witch Bats Tombstone Fireball Ice Wizard
Valkyrie Bats Fireball Baby Dragon Witch

Counters to secondary win conditions

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

Valkyrie Tombstone Fireball Witch
Fireball Valkyrie Baby Dragon
Tombstone Bats Valkyrie Witch
Valkyrie Bats Fireball
Tombstone Valkyrie Witch
Fireball Bats Baby Dragon Witch Ice Wizard
Bats Tombstone Fireball Valkyrie Witch Ice Wizard
Valkyrie
Bats Tombstone Fireball Valkyrie Baby Dragon Witch
Witch Tombstone
Bats Tombstone Valkyrie Witch
Fireball Valkyrie
Tombstone Fireball Valkyrie Witch
Fireball Valkyrie Baby Dragon Witch
Tombstone Witch Bats Fireball Valkyrie Baby Dragon
Bats Valkyrie Fireball Baby Dragon Witch 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 Valkyrie Baby Dragon
Fireball Baby Dragon Ice Wizard
Fireball Baby Dragon
Fireball Valkyrie
Fireball Valkyrie Baby Dragon
Fireball Bats Baby Dragon Witch Ice Wizard
Baby Dragon Witch
Fireball Baby Dragon Ice Wizard
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 Ice Wizard
Witch
Fireball Baby Dragon Witch Ice Wizard
Fireball Baby Dragon Witch
Fireball Baby Dragon
Bats Fireball Baby Dragon Witch Ice Wizard
Bats Fireball Witch
Fireball
Fireball
Fireball
Fireball
Bats Tombstone Fireball Witch
Fireball Baby Dragon Witch Ice Wizard
Fireball
Fireball Valkyrie Baby Dragon
Fireball Baby Dragon
Fireball
Bats Fireball Baby Dragon Witch
Bats Fireball Witch
Fireball Baby Dragon Witch

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