My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
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.

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 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 Elixir Golem Wizard Bandit

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball Void

Punishments

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

Elite Barbarians Elixir Golem Bandit

Pump responses

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

Fireball Void

Dropped at the bridge

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

Elite Barbarians Elixir Golem 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.

Elite Barbarians 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
Bats Elite Barbarians Elixir Golem Guards Bandit
Giant Snowball
Bats Guards
Zap
Bats Guards Bandit
Barbarian Barrel
Elite Barbarians Elixir Golem Wizard Guards Bandit
The Log
Elite Barbarians Elixir Golem Guards Bandit
Earthquake
Elixir Golem Guards
Arrows
Bats Guards
Royal Delivery
Bats Elite Barbarians Elixir Golem Wizard Guards Bandit
Fireball
Elite Barbarians Elixir Golem Wizard Bandit
Poison
Bats Elixir Golem Wizard Guards
Lightning
Elite Barbarians Wizard Bandit
Rocket
Elite Barbarians 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 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 Elixir Golem Guards

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

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.

Bats Elixir Golem Guards Void Bandit Fireball Wizard Elite Barbarians

Shortest cycle

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

11 Bats Elixir Golem Guards Void

Attack Synergies 0 11

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
Elite Barbarians Elixir Golem Bandit
Elite Barbarians
Bats Fireball Wizard Bandit
Elixir Golem
Bats Fireball Wizard Bandit
Fireball
Elite Barbarians Elixir Golem
Wizard
Elite Barbarians Elixir Golem Bandit
Guards
Bandit
Void
Bandit
Bats Elite Barbarians Elixir Golem Wizard Guards

Defense Synergies 0 5

Bats
Bandit
Elite Barbarians
Wizard
Elixir Golem
Fireball
Bandit
Wizard
Elite Barbarians Guards Bandit
Guards
Wizard
Void
Bandit
Bats Fireball Wizard

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.

Fireball Wizard Void
Elite Barbarians Bats Bandit
Bats Elite Barbarians Void Bandit
Elite Barbarians Bats Guards Bandit
Elite Barbarians Fireball
Fireball Bats Guards Bandit
Bats Fireball Wizard Void
Fireball Void Bandit
Elite Barbarians
Elite Barbarians Guards Bandit
Bats Guards Fireball Wizard Bandit
Bats Fireball Wizard
Bats Elite Barbarians Fireball Wizard Guards Bandit
Fireball Wizard Bats Guards
Elite Barbarians Bandit
Elite Barbarians Fireball Bandit
Wizard Bats Elite Barbarians Fireball
Fireball Bats Elite Barbarians Wizard Guards Bandit
Wizard Bats Fireball Guards Bandit
Elite Barbarians
Wizard Bats Elite Barbarians Fireball Guards Bandit

Counters to secondary win conditions

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

Guards Elite Barbarians Fireball Void Bandit
Fireball Void Bandit Elite Barbarians Wizard
Guards Bandit Bats Elite Barbarians
Guards Bats Elite Barbarians Fireball Bandit
Elite Barbarians Guards Bandit
Fireball Wizard Bats
Guards Bats Elite Barbarians Fireball Void Bandit
Elite Barbarians
Void Bats Elite Barbarians Fireball Bandit
Guards
Bats Elite Barbarians Guards
Elite Barbarians Fireball Guards Void
Elite Barbarians Fireball Wizard Guards Bandit
Wizard Fireball
Elite Barbarians Guards Bats Fireball
Bats Elite Barbarians Fireball Wizard
Fireball Void

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 Void Guards Bandit
Fireball Void Bandit
Fireball Void Bandit
Fireball Guards Void
Fireball Wizard
Fireball Wizard Bats
Wizard
Fireball Wizard
Fireball Void Wizard Bandit
Bats Elite Barbarians Fireball Guards Void
Void Fireball Wizard Bandit
Fireball Void Wizard
Elite Barbarians Fireball Void Bandit
Fireball Void Bandit
Elite Barbarians Fireball
Fireball Wizard Bandit
Fireball Wizard Bandit
Fireball
Bats
Void Fireball Wizard Bandit
Fireball Wizard
Fireball Void
Fireball Wizard Void
Void
Fireball Void
Fireball Wizard
Fireball Void Wizard Bandit
Fireball Void Wizard Bandit
Fireball Void Bandit
Elite Barbarians Bats Fireball Wizard
Bats Fireball Wizard Guards Void
Elite Barbarians Fireball Void
Void Fireball Wizard Bandit
Void Fireball
Fireball Wizard
Bats Fireball Guards Void Bandit
Fireball Wizard
Fireball
Fireball Void Wizard
Fireball Wizard
Void Fireball
Elite Barbarians
Bats Elite Barbarians Fireball Guards
Bats Fireball Void
Void Fireball Bandit

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