My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Godly!
Versatility
Good
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.

Fire Spirit Bats Wizard 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.

Bomber Bats Valkyrie Giant Wizard 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Valkyrie Wizard 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.

Fire Spirit 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.

Fire Spirit Wizard 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.

Fire Spirit Bomber Bats Goblin Barrel Valkyrie Baby Dragon Giant Wizard

Shortest cycle

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

8 Fire Spirit Bomber Bats Goblin Barrel

Attack Synergies 6 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 Giant Goblin Barrel Baby Dragon
Bomber
Giant Bats Valkyrie Baby Dragon
Bats
Valkyrie Giant Bomber Goblin Barrel Baby Dragon
Valkyrie
Fire Spirit Bats Goblin Barrel Bomber Giant Wizard Baby Dragon
Giant
Bomber Bats Goblin Barrel Fire Spirit Valkyrie Wizard Baby Dragon
Wizard
Valkyrie Giant
Goblin Barrel
Valkyrie Giant Fire Spirit Bats Baby Dragon
Baby Dragon
Fire Spirit Bomber Bats Valkyrie Giant Goblin Barrel

Defense Synergies 0 7

Fire Spirit
Valkyrie
Bomber
Bats Valkyrie
Bats
Bomber Valkyrie Baby Dragon
Valkyrie
Fire Spirit Bomber Bats Wizard Baby Dragon
Giant
Wizard
Valkyrie
Goblin Barrel
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.

Bomber Valkyrie Wizard Baby Dragon
Bomber Bats Valkyrie
Fire Spirit Bomber Bats Valkyrie
Bomber Bats Valkyrie
Bomber Valkyrie
Fire Spirit Bomber Bats Valkyrie Baby Dragon
Bats Fire Spirit Wizard Baby Dragon
Valkyrie Baby Dragon
Fire Spirit Bomber Valkyrie
Bats Valkyrie Bomber Wizard Baby Dragon
Bats Wizard Baby Dragon
Fire Spirit Bomber Bats Valkyrie Wizard
Fire Spirit Bomber Valkyrie Wizard Bats Baby Dragon
Wizard Bomber Bats Valkyrie
Fire Spirit Bomber Bats Valkyrie Wizard Baby Dragon
Valkyrie Wizard Baby Dragon Fire Spirit Bomber Bats
Bomber Valkyrie Wizard Fire Spirit Bats Baby Dragon

Counters to secondary win conditions

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

Valkyrie
Bomber Valkyrie Wizard Baby Dragon
Bats Valkyrie
Valkyrie Bats
Valkyrie
Fire Spirit Wizard Bats Baby Dragon
Bats Valkyrie
Valkyrie
Bats Valkyrie Baby Dragon
Bats Valkyrie
Valkyrie
Valkyrie Wizard
Wizard Bomber Valkyrie Baby Dragon
Bomber Bats Valkyrie Baby Dragon
Bats Valkyrie Bomber Wizard 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.)

Valkyrie Baby Dragon
Baby Dragon
Baby Dragon
Valkyrie
Bomber Wizard Fire Spirit Valkyrie Baby Dragon
Wizard Fire Spirit Bats Baby Dragon
Fire Spirit Bomber Wizard Baby Dragon
Fire Spirit Wizard Baby Dragon
Wizard
Fire Spirit Bats
Valkyrie Wizard
Fire Spirit Wizard Baby Dragon
Fire Spirit Baby Dragon
Baby Dragon
Baby Dragon
Bomber Wizard Baby Dragon
Wizard Baby Dragon
Bomber Bats
Fire Spirit Bomber Wizard Baby Dragon
Fire Spirit Bomber Valkyrie Wizard Baby Dragon
Baby Dragon
Wizard
Baby Dragon
Fire Spirit Bomber Valkyrie Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon
Fire Spirit Bats Wizard Baby Dragon
Bats Wizard
Bomber Wizard
Wizard
Fire Spirit Bats
Fire Spirit Wizard Baby Dragon
Valkyrie Wizard Baby Dragon
Bomber Wizard Baby Dragon
Bats Baby Dragon
Bats
Baby Dragon

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