My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Good
F2P score
Bad

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard Electro 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.

Wizard Elixir Collector Bowler Electro Wizard Lava Hound

Offensive cards

Win conditions

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

Lava Hound

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.

Elite Barbarians

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Elite Barbarians Lava Hound

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 Electro Wizard

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
Elite Barbarians Guards Lava Hound
Giant Snowball
Guards Lava Hound
Zap
Guards Lava Hound
Barbarian Barrel
Elite Barbarians Wizard Guards Electro Wizard
The Log
Elite Barbarians Guards
Earthquake
Elixir Collector Guards
Arrows
Guards Lava Hound
Royal Delivery
Elite Barbarians Wizard Guards Bowler Electro Wizard Lava Hound
Fireball
Elite Barbarians Wizard Elixir Collector Bowler Electro Wizard Lava Hound
Poison
Wizard Elixir Collector Guards Electro Wizard Lava Hound
Lightning
Elite Barbarians Wizard Elixir Collector Bowler Electro Wizard
Rocket
Elite Barbarians Wizard Elixir Collector Bowler

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 Wizard Bowler

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.

Elixir Collector Guards Bowler

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.

Fireball Wizard Electro Wizard Lava Hound

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Guards Fireball Electro Wizard Wizard Bowler Elite Barbarians Elixir Collector Lava Hound

Shortest cycle

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

16 Guards Fireball Electro Wizard Wizard

Attack Synergies 1 5

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.

Elite Barbarians
Fireball Wizard
Fireball
Lava Hound Elite Barbarians Electro Wizard
Wizard
Elite Barbarians
Elixir Collector
Guards
Lava Hound
Bowler
Electro Wizard
Electro Wizard
Fireball Bowler
Lava Hound
Fireball Guards

Defense Synergies 0 6

Elite Barbarians
Wizard
Fireball
Electro Wizard
Wizard
Elite Barbarians Guards Electro Wizard
Elixir Collector
Guards
Wizard Electro Wizard
Bowler
Electro Wizard
Electro Wizard
Fireball Wizard Guards Bowler
Lava Hound

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.

Bowler Fireball Wizard Electro Wizard
Elite Barbarians Electro Wizard
Bowler Elite Barbarians Electro Wizard
Elite Barbarians Guards Bowler Electro Wizard
Elite Barbarians Fireball Bowler
Fireball Bowler Guards Electro Wizard
Electro Wizard Fireball Wizard
Bowler Fireball Electro Wizard
Elite Barbarians
Elite Barbarians Guards Bowler Electro Wizard
Guards Electro Wizard Fireball Wizard Bowler
Fireball Wizard Electro Wizard
Bowler Elite Barbarians Fireball Wizard Guards Electro Wizard
Fireball Wizard Bowler Guards Electro Wizard
Elite Barbarians Electro Wizard
Elite Barbarians Fireball Bowler Electro Wizard
Wizard Elite Barbarians Fireball Bowler Electro Wizard
Fireball Elite Barbarians Wizard Guards Bowler Electro Wizard
Wizard Fireball Guards Bowler Electro Wizard
Elite Barbarians Electro Wizard
Wizard Bowler Elite Barbarians Fireball Guards Electro Wizard

Counters to secondary win conditions

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

Guards Elite Barbarians Fireball Bowler Electro Wizard
Fireball Electro Wizard Elite Barbarians Wizard Bowler
Guards Elite Barbarians Bowler Electro Wizard
Guards Bowler Elite Barbarians Fireball Electro Wizard
Elite Barbarians Guards Bowler
Fireball Wizard Electro Wizard
Guards Elite Barbarians Fireball Bowler Electro Wizard
Elite Barbarians
Electro Wizard Elite Barbarians Fireball
Guards
Elite Barbarians Guards Bowler
Elite Barbarians Fireball Guards Bowler Electro Wizard
Elite Barbarians Bowler Fireball Wizard Guards
Wizard Fireball Bowler
Elite Barbarians Guards Electro Wizard Fireball Bowler
Bowler Elite Barbarians Fireball Wizard Electro Wizard
Fireball Electro 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 Guards
Fireball Bowler Electro Wizard
Fireball
Fireball Guards
Fireball Wizard Bowler
Fireball Wizard
Wizard Bowler
Fireball Wizard Bowler
Fireball Wizard
Elite Barbarians Fireball Guards Bowler Electro Wizard
Fireball Wizard Bowler Electro Wizard
Fireball Wizard
Elite Barbarians Fireball Bowler
Fireball
Elite Barbarians Fireball
Fireball Wizard Bowler
Fireball Wizard Bowler
Fireball
Fireball Wizard Bowler Electro Wizard
Fireball Wizard Bowler
Fireball Bowler
Fireball Wizard
Bowler
Fireball
Fireball Wizard Bowler
Fireball Wizard Bowler Electro Wizard
Fireball Wizard Bowler
Fireball
Elite Barbarians Fireball Wizard Electro Wizard
Electro Wizard Fireball Wizard Guards
Elite Barbarians Fireball Bowler
Fireball Wizard
Fireball Electro Wizard
Fireball Wizard Bowler
Electro Wizard Fireball Guards
Fireball Wizard Electro Wizard
Fireball
Fireball Wizard Bowler Electro Wizard
Fireball Wizard Bowler
Fireball
Elite Barbarians
Elite Barbarians Fireball Guards Bowler Electro Wizard
Fireball Electro Wizard
Fireball Bowler Electro Wizard
Fireball Wizard Bowler

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: