My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 Archers Minion Horde 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.

Bats Archers Royal Giant Valkyrie Wizard 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.

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.

Minion Horde Royal Giant Valkyrie 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

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 Minion Horde Royal Giant
Giant Snowball
Bats Archers Minion Horde Baby Dragon
Zap
Bats Archers Minion Horde Royal Giant
Barbarian Barrel
Archers Valkyrie Wizard
The Log
Archers Royal Giant
Earthquake
Archers
Arrows
Bats Archers Minion Horde
Royal Delivery
Bats Archers Minion Horde Valkyrie Wizard Baby Dragon
Fireball
Archers Minion Horde Wizard Baby Dragon
Poison
Bats Archers Minion Horde Wizard
Lightning
Valkyrie Wizard Baby Dragon
Rocket
Minion Horde Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Wizard 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.

Royal Giant 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.

Minion Horde Fireball 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Fireball Valkyrie Baby Dragon Minion Horde Wizard Royal Giant

Shortest cycle

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

13 Bats Archers Fireball Valkyrie

Attack Synergies 4 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
Royal Giant Valkyrie Baby Dragon
Archers
Valkyrie Royal Giant Baby Dragon
Minion Horde
Royal Giant
Royal Giant
Bats Fireball Archers Minion Horde Wizard Baby Dragon
Fireball
Royal Giant Baby Dragon
Valkyrie
Bats Archers Wizard Baby Dragon
Wizard
Royal Giant Valkyrie
Baby Dragon
Bats Archers Royal Giant Fireball Valkyrie

Defense Synergies 1 6

Bats
Valkyrie Baby Dragon
Archers
Valkyrie Baby Dragon
Minion Horde
Royal Giant
Fireball
Valkyrie
Valkyrie
Archers Bats Fireball Wizard Baby Dragon
Wizard
Valkyrie
Baby Dragon
Bats Archers 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.

Minion Horde Fireball Valkyrie Wizard Baby Dragon
Minion Horde Bats Valkyrie
Minion Horde Bats Archers Valkyrie
Minion Horde Bats Valkyrie
Fireball Valkyrie
Fireball Bats Archers Valkyrie Baby Dragon
Bats Minion Horde Archers Fireball Wizard Baby Dragon
Fireball Valkyrie Baby Dragon
Minion Horde
Archers Minion Horde Valkyrie
Bats Archers Minion Horde Valkyrie Fireball Wizard Baby Dragon
Minion Horde Bats Archers Fireball Wizard Baby Dragon
Minion Horde Bats Fireball Valkyrie Wizard
Fireball Valkyrie Wizard Bats Minion Horde Baby Dragon
Minion Horde
Minion Horde Fireball
Minion Horde Wizard Bats Fireball Valkyrie
Fireball Bats Archers Minion Horde Valkyrie Wizard Baby Dragon
Valkyrie Wizard Baby Dragon Bats Archers Fireball
Valkyrie Wizard Bats Archers Minion Horde Fireball Baby Dragon

Counters to secondary win conditions

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

Valkyrie Archers Fireball
Fireball Archers Valkyrie Wizard Baby Dragon
Bats Minion Horde Valkyrie
Valkyrie Bats Minion Horde Fireball
Minion Horde Valkyrie
Fireball Wizard Bats Archers Minion Horde Baby Dragon
Bats Archers Minion Horde Fireball Valkyrie
Minion Horde Valkyrie
Minion Horde Bats Fireball Valkyrie Baby Dragon
Minion Horde
Bats Minion Horde Valkyrie
Fireball Valkyrie
Minion Horde Fireball Valkyrie Wizard
Wizard Archers Minion Horde Fireball Valkyrie Baby Dragon
Bats Archers Minion Horde Fireball Valkyrie Baby Dragon
Bats Valkyrie Archers Minion Horde Fireball 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.)

Fireball Minion Horde Valkyrie Baby Dragon
Fireball Baby Dragon
Minion Horde Fireball Baby Dragon
Fireball Valkyrie
Fireball Wizard Minion Horde Valkyrie Baby Dragon
Fireball Wizard Bats Minion Horde Baby Dragon
Archers Minion Horde Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard
Bats Minion Horde Fireball
Minion Horde Fireball Valkyrie Wizard
Fireball Archers Wizard Baby Dragon
Fireball Baby Dragon
Minion Horde Fireball Baby Dragon
Fireball Baby Dragon
Minion Horde Fireball Wizard Baby Dragon
Minion Horde Fireball Wizard Baby Dragon
Fireball
Bats Minion Horde
Archers Fireball Wizard Baby Dragon
Fireball Valkyrie Wizard Baby Dragon
Minion Horde Fireball Baby Dragon
Fireball Wizard
Minion Horde Fireball Baby Dragon
Fireball Valkyrie Wizard Baby Dragon
Minion Horde
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Bats Archers Minion Horde Fireball Wizard Baby Dragon
Bats Minion Horde Fireball Wizard
Minion Horde Fireball
Minion Horde Fireball Wizard
Minion Horde Fireball
Minion Horde
Fireball Wizard
Minion Horde Bats Archers Fireball
Fireball Archers Wizard Baby Dragon
Fireball
Fireball Minion Horde Valkyrie Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
Minion Horde
Bats Minion Horde Fireball Baby Dragon
Bats Fireball
Fireball Baby Dragon

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