My Best Clash Royale Deck

Deck Check Rating

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

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 Minions 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 Royal Giant Baby Dragon

Offensive cards

Win conditions

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

Royal Giant

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 Royal Giant

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 Barbarians Royal Giant Baby Dragon

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 Minions Goblin Gang Royal Giant Skeleton Army
Giant Snowball
Bats Minions Goblin Gang Barbarians Skeleton Army Baby Dragon
Zap
Bats Minions Goblin Gang Royal Giant Skeleton Army
Barbarian Barrel
Goblin Gang Barbarians Skeleton Army
The Log
Goblin Gang Barbarians Royal Giant Skeleton Army
Earthquake
Goblin Gang Barbarians Skeleton Army
Arrows
Bats Minions Goblin Gang Skeleton Army
Royal Delivery
Bats Minions Goblin Gang Barbarians Skeleton Army Baby Dragon
Fireball
Minions Goblin Gang Barbarians Skeleton Army Baby Dragon
Poison
Bats Minions Goblin Gang Barbarians Skeleton Army
Lightning
Baby Dragon
Rocket
Barbarians

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 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 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.

Royal Giant 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.

Minions Goblin Gang Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Minions Goblin Gang Skeleton Army Fireball Baby Dragon Barbarians Royal Giant

Shortest cycle

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

11 Bats Minions Goblin Gang Skeleton Army

Attack Synergies 3 7

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
Royal Giant Minions Baby Dragon
Minions
Royal Giant Bats Baby Dragon
Goblin Gang
Royal Giant Baby Dragon
Barbarians
Royal Giant
Bats Minions Fireball Goblin Gang Baby Dragon
Fireball
Royal Giant Baby Dragon
Skeleton Army
Baby Dragon
Bats Minions Goblin Gang Royal Giant Fireball

Defense Synergies 0 6

Bats
Minions Baby Dragon
Minions
Bats Baby Dragon
Goblin Gang
Barbarians Skeleton Army
Barbarians
Goblin Gang Skeleton Army
Royal Giant
Fireball
Skeleton Army
Goblin Gang Barbarians
Baby Dragon
Bats Minions

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.

Minions Fireball Baby Dragon
Barbarians Skeleton Army Bats Minions Goblin Gang
Goblin Gang Barbarians Skeleton Army Bats Minions
Barbarians Skeleton Army Bats Minions Goblin Gang
Barbarians Fireball Skeleton Army
Goblin Gang Fireball Skeleton Army Bats Minions Baby Dragon
Bats Minions Goblin Gang Fireball Baby Dragon
Barbarians Fireball Baby Dragon
Barbarians Minions Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Barbarians
Bats Minions Goblin Gang Barbarians Skeleton Army Fireball Baby Dragon
Minions Bats Goblin Gang Fireball Baby Dragon
Barbarians Skeleton Army Bats Minions Goblin Gang Fireball
Fireball Skeleton Army Bats Minions Goblin Gang Barbarians Baby Dragon
Barbarians Skeleton Army Goblin Gang
Barbarians Skeleton Army Goblin Gang Fireball
Barbarians Bats Minions Goblin Gang Fireball Skeleton Army
Fireball Bats Minions Goblin Gang Barbarians Skeleton Army Baby Dragon
Baby Dragon Bats Minions Barbarians Fireball
Barbarians
Goblin Gang Skeleton Army Bats Minions Barbarians Fireball Baby Dragon

Counters to secondary win conditions

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

Goblin Gang Barbarians Skeleton Army Fireball
Fireball Goblin Gang Baby Dragon
Goblin Gang Barbarians Skeleton Army Bats Minions
Goblin Gang Skeleton Army Bats Barbarians Fireball
Barbarians Goblin Gang Skeleton Army
Fireball Bats Minions Goblin Gang Baby Dragon
Goblin Gang Skeleton Army Bats Minions Barbarians Fireball
Barbarians Skeleton Army
Bats Minions Barbarians Fireball Skeleton Army Baby Dragon
Goblin Gang Barbarians Skeleton Army
Bats Minions Barbarians
Skeleton Army Barbarians Fireball
Barbarians Skeleton Army Goblin Gang Fireball
Barbarians Fireball Skeleton Army Baby Dragon
Goblin Gang Barbarians Skeleton Army Bats Minions Fireball Baby Dragon
Bats Minions Barbarians Fireball 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.)

Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Barbarians Fireball
Fireball Baby Dragon
Fireball Bats Minions Baby Dragon
Baby Dragon
Fireball Baby Dragon
Fireball
Bats Minions Goblin Gang Fireball
Fireball
Fireball Baby Dragon
Fireball Baby Dragon
Minions Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Bats Minions
Fireball Baby Dragon
Fireball Baby Dragon
Minions Fireball Baby Dragon
Fireball
Barbarians Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Bats Fireball Baby Dragon
Bats Minions Fireball
Fireball
Fireball
Fireball
Fireball
Bats Minions Goblin Gang Barbarians Fireball Skeleton Army
Fireball Baby Dragon
Fireball
Fireball Goblin Gang Baby Dragon
Fireball Baby Dragon
Fireball
Bats Minions Goblin Gang Fireball Baby Dragon
Bats Fireball
Fireball Baby Dragon

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