My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Furnace Wizard Baby Dragon Witch

Defensive buildings

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

Furnace

Investments

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

Furnace Wizard Baby Dragon Witch Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Rocket

Punishments

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

Balloon

Pump responses

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

Rocket

Dropped at the bridge

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

Baby Dragon Balloon

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.

Balloon

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
Guards Skeleton Army Balloon
Giant Snowball
Furnace Guards Skeleton Army Baby Dragon Witch Balloon
Zap
Furnace Guards Skeleton Army Witch Balloon
Barbarian Barrel
Furnace Wizard Guards Skeleton Army Witch
The Log
Furnace Guards Skeleton Army Witch
Earthquake
Furnace Guards Skeleton Army Witch
Arrows
Furnace Guards Skeleton Army Witch
Royal Delivery
Wizard Guards Skeleton Army Baby Dragon Witch Balloon
Fireball
Furnace Wizard Skeleton Army Baby Dragon Witch Balloon
Poison
Furnace Wizard Guards Skeleton Army Witch Balloon
Lightning
Furnace Wizard Baby Dragon Witch Balloon
Rocket
Furnace Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Furnace Wizard Rocket Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Furnace Wizard Rocket Baby Dragon

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Rocket Guards Skeleton Army 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.

Skeleton Army

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.

Furnace Wizard Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Guards Skeleton Army Furnace Baby Dragon Wizard Witch Balloon Rocket

Shortest cycle

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

14 Guards Skeleton Army Furnace Baby Dragon

Attack Synergies 0 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.

Furnace
Baby Dragon Balloon
Wizard
Balloon
Rocket
Guards
Skeleton Army
Baby Dragon
Furnace Witch Balloon
Witch
Baby Dragon
Balloon
Furnace Wizard Baby Dragon

Defense Synergies 0 9

Furnace
Guards Skeleton Army Baby Dragon
Wizard
Guards Skeleton Army
Rocket
Guards
Furnace Wizard Skeleton Army Baby Dragon Witch
Skeleton Army
Furnace Wizard Guards
Baby Dragon
Furnace Guards Witch
Witch
Guards Baby Dragon
Balloon

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.

Rocket Wizard Baby Dragon
Skeleton Army Furnace Witch
Furnace Rocket Skeleton Army Witch
Skeleton Army Witch Furnace Guards
Rocket Skeleton Army
Skeleton Army Furnace Guards Baby Dragon
Furnace Rocket Wizard Baby Dragon Witch
Rocket Baby Dragon
Witch Furnace Skeleton Army
Guards Skeleton Army
Guards Skeleton Army Witch Furnace Wizard Baby Dragon
Furnace Wizard Baby Dragon Witch
Furnace Skeleton Army Wizard Rocket Guards Witch
Wizard Rocket Skeleton Army Furnace Guards Baby Dragon Witch
Skeleton Army Furnace
Rocket Skeleton Army Furnace
Wizard Furnace Skeleton Army Witch
Furnace Wizard Guards Skeleton Army Baby Dragon Witch
Furnace Wizard Baby Dragon Witch Guards
Wizard Skeleton Army Furnace Guards Baby Dragon Witch
Guards Skeleton Army

Counters to secondary win conditions

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

Guards Skeleton Army Furnace Witch
Wizard Rocket Baby Dragon
Guards Skeleton Army Furnace Rocket Witch
Rocket Guards Skeleton Army
Guards Skeleton Army Witch
Furnace Wizard Rocket Baby Dragon Witch
Rocket Guards Skeleton Army Furnace Witch
Skeleton Army
Rocket Skeleton Army Baby Dragon Witch
Witch Guards Skeleton Army
Guards Witch
Rocket Skeleton Army Guards
Rocket Skeleton Army Wizard Guards Witch
Wizard Furnace Skeleton Army Baby Dragon Witch
Guards Skeleton Army Witch Furnace Rocket Baby Dragon
Wizard Baby Dragon Witch
Furnace

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.)

Rocket Guards Baby Dragon
Baby Dragon
Rocket Baby Dragon
Rocket Guards
Wizard Rocket Furnace Baby Dragon
Wizard Furnace Rocket Baby Dragon Witch
Furnace Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard
Rocket Guards
Rocket Wizard
Wizard Rocket Baby Dragon
Rocket Baby Dragon
Rocket Baby Dragon
Furnace Baby Dragon
Rocket Furnace Wizard Baby Dragon Witch
Furnace Wizard Rocket Baby Dragon
Rocket
Rocket
Rocket Wizard Baby Dragon
Rocket Wizard Baby Dragon Witch
Rocket Baby Dragon
Rocket Wizard
Rocket
Rocket Baby Dragon
Furnace Wizard Baby Dragon Witch
Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch
Rocket Baby Dragon
Furnace Wizard Baby Dragon Witch
Rocket Wizard Guards Witch
Wizard Rocket
Rocket
Rocket Wizard
Rocket Guards Skeleton Army Witch
Rocket Wizard Baby Dragon Witch
Wizard Rocket Baby Dragon
Wizard Baby Dragon
Rocket
Rocket Guards Baby Dragon Witch
Rocket Witch
Rocket Baby Dragon Witch
Wizard Rocket

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