My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
Versatility
Good
F2P score
Great!

2 warnings Why?

Missing cards in your collection

Goblin Giant

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 Goblin Gang Wizard

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 Knight Valkyrie Wizard

Offensive cards

Win conditions

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

Hog Rider

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 Elite Barbarians Hog Rider

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.

Knight Goblin Gang Elite Barbarians Valkyrie Hog Rider

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.

Elite Barbarians Valkyrie Hog Rider

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 Goblin Gang Elite Barbarians Hog Rider
Giant Snowball
Bats Goblin Gang Hog Rider
Zap
Bats Goblin Gang
Barbarian Barrel
Knight Goblin Gang Elite Barbarians Valkyrie Wizard
The Log
Goblin Gang Elite Barbarians Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Bats Goblin Gang
Royal Delivery
Bats Knight Goblin Gang Elite Barbarians Valkyrie Hog Rider Wizard
Fireball
Goblin Gang Elite Barbarians Hog Rider Wizard
Poison
Bats Goblin Gang Wizard
Lightning
Knight Elite Barbarians Valkyrie Wizard
Rocket
Elite Barbarians Valkyrie Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Wizard

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 Knight Valkyrie

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.

Elite Barbarians 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.

Goblin Gang 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Goblin Gang Fireball Valkyrie Hog Rider Wizard Elite Barbarians

Shortest cycle

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

12 Bats Knight Goblin Gang Fireball

Attack Synergies 9 10

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
Knight Valkyrie Hog Rider Elite Barbarians
Knight
Bats Goblin Gang Hog Rider Elite Barbarians Fireball Wizard
Goblin Gang
Knight Hog Rider Valkyrie
Elite Barbarians
Valkyrie Bats Knight Fireball Hog Rider Wizard
Fireball
Hog Rider Knight Elite Barbarians
Valkyrie
Bats Elite Barbarians Hog Rider Goblin Gang Wizard
Hog Rider
Bats Knight Goblin Gang Fireball Valkyrie Elite Barbarians Wizard
Wizard
Knight Elite Barbarians Valkyrie Hog Rider

Defense Synergies 3 7

Bats
Knight Valkyrie
Knight
Bats Goblin Gang Fireball Wizard
Goblin Gang
Knight Valkyrie
Elite Barbarians
Valkyrie Wizard
Fireball
Knight Valkyrie
Valkyrie
Elite Barbarians Bats Goblin Gang Fireball Wizard
Hog Rider
Wizard
Knight Elite Barbarians 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.

Knight Fireball Valkyrie Wizard
Elite Barbarians Bats Knight Goblin Gang Valkyrie
Goblin Gang Bats Knight Elite Barbarians Valkyrie
Elite Barbarians Bats Knight Goblin Gang Valkyrie
Elite Barbarians Fireball Valkyrie
Goblin Gang Fireball Bats Valkyrie
Bats Goblin Gang Fireball Wizard
Fireball Valkyrie
Goblin Gang Elite Barbarians
Knight Goblin Gang Elite Barbarians Valkyrie
Bats Goblin Gang Valkyrie Knight Fireball Wizard
Bats Goblin Gang Fireball Wizard
Bats Knight Goblin Gang Elite Barbarians Fireball Valkyrie Wizard
Fireball Valkyrie Wizard Bats Goblin Gang
Elite Barbarians Knight Goblin Gang
Goblin Gang Elite Barbarians Fireball
Wizard Bats Knight Goblin Gang Elite Barbarians Fireball Valkyrie
Fireball Bats Knight Goblin Gang Elite Barbarians Valkyrie Wizard
Valkyrie Wizard Bats Knight Fireball
Elite Barbarians
Goblin Gang Valkyrie Wizard Bats Knight Elite Barbarians Fireball

Counters to secondary win conditions

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

Knight Goblin Gang Valkyrie Elite Barbarians Fireball
Fireball Knight Goblin Gang Elite Barbarians Valkyrie Wizard
Goblin Gang Bats Knight Elite Barbarians Valkyrie
Goblin Gang Valkyrie Bats Knight Elite Barbarians Fireball
Knight Goblin Gang Elite Barbarians Valkyrie
Fireball Wizard Bats Goblin Gang
Goblin Gang Bats Knight Elite Barbarians Fireball Valkyrie
Knight Elite Barbarians Valkyrie
Bats Knight Elite Barbarians Fireball Valkyrie
Goblin Gang
Bats Knight Elite Barbarians Valkyrie
Elite Barbarians Fireball Valkyrie
Elite Barbarians Knight Goblin Gang Fireball Valkyrie Wizard
Wizard Fireball Valkyrie
Goblin Gang Elite Barbarians Bats Knight Fireball Valkyrie
Bats Valkyrie Elite Barbarians Fireball 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 Knight Valkyrie
Fireball
Fireball
Knight Fireball Valkyrie
Fireball Wizard Valkyrie
Fireball Wizard Bats
Wizard
Fireball Wizard
Fireball Wizard
Bats Goblin Gang Elite Barbarians Fireball
Knight Fireball Valkyrie Wizard
Fireball Wizard
Knight Elite Barbarians Fireball
Fireball
Elite Barbarians Fireball
Fireball Wizard
Fireball Wizard
Fireball
Bats
Fireball Wizard
Fireball Valkyrie Wizard
Fireball
Fireball Wizard
Fireball
Fireball Valkyrie Wizard
Fireball Wizard
Fireball Wizard
Fireball
Elite Barbarians Bats Fireball Wizard
Bats Fireball Wizard
Elite Barbarians Fireball
Fireball Wizard
Fireball
Fireball Wizard
Bats Goblin Gang Fireball
Fireball Wizard
Fireball
Fireball Knight Goblin Gang Valkyrie Wizard
Fireball Wizard
Fireball
Elite Barbarians
Bats Goblin Gang Elite Barbarians Fireball
Bats Fireball
Fireball

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