My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Wizard Baby Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Giant Wizard Baby Dragon Bandit

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.

Arrows Earthquake

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant Bandit

Pump responses

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

Earthquake

Dropped at the bridge

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

Royal Giant Baby Dragon Bandit

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.

Bandit

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
Royal Giant Guards Bandit
Giant Snowball
Guards Baby Dragon
Zap
Royal Giant Guards Bandit
Barbarian Barrel
Bomb Tower Wizard Guards Bandit
The Log
Royal Giant Guards Bandit
Earthquake
Bomb Tower Guards
Arrows
Guards
Royal Delivery
Wizard Guards Baby Dragon Bandit
Fireball
Bomb Tower Wizard Baby Dragon Bandit
Poison
Bomb Tower Wizard Guards
Lightning
Bomb Tower Wizard Baby Dragon Bandit
Rocket
Bomb Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake Bomb Tower 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.

Arrows Guards 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

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Earthquake Guards Bandit Bomb Tower Baby Dragon Wizard Royal Giant

Shortest cycle

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

12 Arrows Earthquake Guards Bandit

Attack Synergies 2 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.

Arrows
Royal Giant Earthquake Bandit
Royal Giant
Arrows Earthquake Wizard Guards Baby Dragon Bandit
Earthquake
Royal Giant Arrows
Bomb Tower
Wizard
Royal Giant Bandit
Guards
Royal Giant Bandit
Baby Dragon
Royal Giant Bandit
Bandit
Arrows Royal Giant Wizard Guards Baby Dragon

Defense Synergies 0 8

Arrows
Bomb Tower Bandit
Royal Giant
Earthquake
Bomb Tower
Bomb Tower
Arrows Earthquake Baby Dragon
Wizard
Guards Bandit
Guards
Wizard Baby Dragon
Baby Dragon
Bomb Tower Guards Bandit
Bandit
Arrows Wizard Baby Dragon

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.

Earthquake Wizard Baby Dragon
Bomb Tower Bandit
Bomb Tower Bandit
Bomb Tower Guards Bandit
Arrows Earthquake Bomb Tower
Arrows Earthquake Bomb Tower Guards Baby Dragon Bandit
Arrows Bomb Tower Wizard Baby Dragon
Earthquake Arrows Bomb Tower Baby Dragon Bandit
Bomb Tower
Guards Bandit
Guards Arrows Earthquake Bomb Tower Wizard Baby Dragon Bandit
Arrows Wizard Baby Dragon
Bomb Tower Earthquake Wizard Guards Bandit
Bomb Tower Wizard Arrows Earthquake Guards Baby Dragon
Bomb Tower Bandit
Bomb Tower Bandit
Bomb Tower Wizard Arrows
Arrows Bomb Tower Wizard Guards Baby Dragon Bandit
Arrows Earthquake Bomb Tower Wizard Baby Dragon Guards Bandit
Bomb Tower
Wizard Arrows Earthquake Bomb Tower Guards Baby Dragon Bandit

Counters to secondary win conditions

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

Guards Bandit
Bandit Arrows Bomb Tower Wizard Baby Dragon
Guards Bandit Bomb Tower
Guards Bandit
Guards Bandit
Arrows Wizard Bomb Tower Baby Dragon
Guards Bomb Tower Bandit
Bomb Tower
Bomb Tower Baby Dragon Bandit
Guards
Bomb Tower Guards
Arrows Guards
Bomb Tower Wizard Guards Bandit
Wizard Bomb Tower Baby Dragon
Guards Bomb Tower Baby Dragon
Arrows Earthquake Bomb Tower Wizard Baby Dragon
Arrows Bomb Tower

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.)

Earthquake Arrows Guards Baby Dragon Bandit
Arrows Baby Dragon Bandit
Earthquake Arrows Baby Dragon Bandit
Earthquake Arrows Guards
Wizard Arrows Earthquake Baby Dragon
Arrows Wizard Baby Dragon
Arrows Earthquake Wizard Baby Dragon
Arrows Earthquake Wizard Baby Dragon
Arrows Wizard Bandit
Guards
Arrows Earthquake Wizard Bandit
Arrows Wizard Baby Dragon
Earthquake Baby Dragon Bandit
Earthquake Arrows Baby Dragon Bandit
Earthquake Arrows Baby Dragon
Earthquake Arrows Wizard Baby Dragon Bandit
Earthquake Arrows Wizard Baby Dragon Bandit
Arrows Earthquake
Arrows Earthquake Wizard Baby Dragon Bandit
Arrows Earthquake Wizard Baby Dragon
Earthquake Baby Dragon
Arrows Wizard
Earthquake Arrows Baby Dragon
Arrows Earthquake Wizard Baby Dragon
Arrows Earthquake Wizard Baby Dragon Bandit
Arrows Wizard Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows Wizard Baby Dragon
Wizard Guards
Arrows Earthquake Wizard Bandit
Arrows
Arrows Earthquake Wizard
Earthquake Guards Bandit
Arrows Wizard Baby Dragon
Arrows
Wizard Baby Dragon
Arrows Earthquake Wizard Baby Dragon
Arrows
Guards Baby Dragon
Baby Dragon Bandit
Wizard

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