My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
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.

Fire Spirit Bats Archers 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 Valkyrie Baby Dragon Golem Bandit

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.

Poison

Punishments

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

Bandit

Pump responses

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

Poison

Dropped at the bridge

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

Fire Spirit Valkyrie Baby Dragon Golem Bandit

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 Bandit

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 Bandit
Giant Snowball
Fire Spirit Bats Archers Baby Dragon
Zap
Fire Spirit Bats Archers Bandit
Barbarian Barrel
Fire Spirit Archers Valkyrie Bandit
The Log
Fire Spirit Archers Bandit
Earthquake
Archers
Arrows
Fire Spirit Bats Archers
Royal Delivery
Fire Spirit Bats Archers Valkyrie Baby Dragon Bandit
Fireball
Archers Baby Dragon Bandit
Poison
Bats Archers
Lightning
Valkyrie Baby Dragon Bandit
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Baby Dragon Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Valkyrie Baby Dragon Poison

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.

Fire Spirit Bats Valkyrie Baby Dragon Poison Golem

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.

Fire Spirit

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.

Fire Spirit Bats Archers Bandit Valkyrie Baby Dragon Poison Golem

Shortest cycle

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

9 Fire Spirit Bats Archers Bandit

Attack Synergies 5 14

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.

Fire Spirit
Valkyrie Baby Dragon Golem Bandit
Bats
Valkyrie Baby Dragon Golem Bandit
Archers
Valkyrie Baby Dragon Golem Bandit
Valkyrie
Fire Spirit Bats Archers Baby Dragon Bandit
Baby Dragon
Golem Fire Spirit Bats Archers Valkyrie Poison Bandit
Poison
Golem Baby Dragon
Golem
Baby Dragon Poison Fire Spirit Bats Archers Bandit
Bandit
Fire Spirit Bats Archers Valkyrie Baby Dragon Golem

Defense Synergies 1 9

Fire Spirit
Valkyrie
Bats
Valkyrie Baby Dragon Bandit
Archers
Valkyrie Baby Dragon Bandit
Valkyrie
Archers Fire Spirit Bats Baby Dragon Bandit
Baby Dragon
Bats Archers Valkyrie Bandit
Poison
Golem
Bandit
Bats Archers Valkyrie Baby Dragon

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.

Valkyrie Baby Dragon
Bats Valkyrie Bandit
Fire Spirit Bats Archers Valkyrie Bandit
Bats Valkyrie Bandit
Valkyrie Poison
Fire Spirit Bats Archers Valkyrie Baby Dragon Bandit
Bats Fire Spirit Archers Baby Dragon Poison
Valkyrie Baby Dragon Poison Bandit
Fire Spirit Archers Valkyrie Bandit
Bats Archers Valkyrie Poison Baby Dragon Bandit
Bats Archers Baby Dragon Poison
Fire Spirit Bats Valkyrie Bandit
Fire Spirit Valkyrie Bats Baby Dragon Poison
Bandit
Bandit
Bats Valkyrie Poison
Fire Spirit Bats Archers Valkyrie Baby Dragon Bandit
Valkyrie Baby Dragon Poison Fire Spirit Bats Archers Bandit
Valkyrie Fire Spirit Bats Archers Baby Dragon Poison Bandit

Counters to secondary win conditions

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

Valkyrie Archers Bandit
Poison Bandit Archers Valkyrie Baby Dragon
Bandit Bats Valkyrie
Valkyrie Bats Bandit
Valkyrie Bandit
Fire Spirit Poison Bats Archers Baby Dragon
Bats Archers Valkyrie Bandit
Valkyrie
Bats Valkyrie Baby Dragon Poison Bandit
Bats Valkyrie
Valkyrie Poison
Valkyrie Bandit
Archers Valkyrie Baby Dragon
Bats Archers Valkyrie Baby Dragon Poison
Bats Valkyrie Poison Archers 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.)

Poison Valkyrie Baby Dragon Bandit
Poison Baby Dragon Bandit
Baby Dragon Poison Bandit
Valkyrie Poison
Poison Fire Spirit Valkyrie Baby Dragon
Poison Fire Spirit Bats Baby Dragon
Fire Spirit Archers Baby Dragon Poison
Poison Fire Spirit Baby Dragon
Poison Bandit
Fire Spirit Bats Poison
Poison Valkyrie Bandit
Poison Fire Spirit Archers Baby Dragon
Poison Fire Spirit Baby Dragon Bandit
Baby Dragon Poison Bandit
Baby Dragon Poison
Baby Dragon Poison Bandit
Baby Dragon Poison Bandit
Poison
Bats
Fire Spirit Archers Baby Dragon Poison Bandit
Fire Spirit Valkyrie Baby Dragon Poison
Baby Dragon Poison
Poison
Baby Dragon Poison
Poison Fire Spirit Valkyrie Baby Dragon
Poison Baby Dragon Bandit
Baby Dragon Poison Bandit
Poison Baby Dragon Bandit
Poison Fire Spirit Bats Archers Baby Dragon
Bats Poison
Poison Bandit
Poison
Poison
Fire Spirit Bats Archers Bandit
Poison Fire Spirit Archers Baby Dragon
Poison Valkyrie Baby Dragon
Baby Dragon Poison
Poison
Bats Baby Dragon Poison
Bats Poison
Poison Baby Dragon Bandit

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