My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Ice Wizard

Defensive buildings

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

X-Bow

Investments

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

Skeletons Royal Giant X-Bow Ice Wizard

Offensive cards

Win conditions

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

Royal Giant Wall Breakers X-Bow

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.

Royal Giant Wall Breakers X-Bow

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.

Goblins Royal Giant Wall Breakers X-Bow

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
Skeletons Royal Giant Wall Breakers Guards
Giant Snowball
Skeletons Goblins Wall Breakers Guards
Zap
Skeletons Goblins Royal Giant Wall Breakers Guards X-Bow
Barbarian Barrel
Skeletons Goblins Wall Breakers Guards X-Bow Ice Wizard
The Log
Skeletons Goblins Royal Giant Wall Breakers Guards X-Bow
Earthquake
Skeletons Guards X-Bow
Arrows
Skeletons Goblins Wall Breakers Guards
Royal Delivery
Skeletons Goblins Wall Breakers Guards Ice Wizard
Fireball
Wall Breakers X-Bow Ice Wizard
Poison
Guards X-Bow Ice Wizard
Lightning
X-Bow Ice Wizard
Rocket
X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Ice Wizard

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.

Guards Ice Wizard

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 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.

Goblins Fireball Ice 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.

Skeletons Goblins Wall Breakers Guards Ice Wizard Fireball Royal Giant X-Bow

Shortest cycle

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

8 Skeletons Goblins Wall Breakers Guards

Attack Synergies 3 6

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.

Skeletons
Goblins
Royal Giant X-Bow
Royal Giant
Fireball Ice Wizard Goblins Guards
Fireball
Royal Giant X-Bow Wall Breakers
Wall Breakers
Fireball
Guards
Royal Giant X-Bow
X-Bow
Fireball Goblins Guards Ice Wizard
Ice Wizard
Royal Giant X-Bow

Defense Synergies 2 7

Skeletons
X-Bow Ice Wizard
Goblins
X-Bow Ice Wizard
Royal Giant
Fireball
X-Bow Ice Wizard
Wall Breakers
Guards
X-Bow Ice Wizard
X-Bow
Skeletons Fireball Goblins Guards Ice Wizard
Ice Wizard
Skeletons Goblins Fireball Guards X-Bow

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 X-Bow
Skeletons Goblins X-Bow Ice Wizard
Skeletons Goblins Ice Wizard
Skeletons Goblins Guards Ice Wizard
Fireball X-Bow
Fireball Skeletons Goblins Guards X-Bow Ice Wizard
Fireball X-Bow Ice Wizard
Fireball X-Bow
Skeletons Goblins X-Bow Ice Wizard
Guards Skeletons Goblins Ice Wizard
Goblins Guards Ice Wizard Skeletons Fireball X-Bow
Fireball Ice Wizard
Skeletons Fireball Guards X-Bow Ice Wizard
Fireball Goblins Guards X-Bow
X-Bow
Fireball X-Bow
Skeletons Goblins Fireball X-Bow
Fireball Goblins Guards X-Bow Ice Wizard
Fireball Guards Ice Wizard
Goblins Fireball Guards

Counters to secondary win conditions

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

Guards Skeletons Goblins Fireball X-Bow
Fireball X-Bow
Guards Skeletons Goblins
Guards Fireball X-Bow
Skeletons Guards
Fireball Skeletons Ice Wizard
Guards Skeletons Goblins Fireball Ice Wizard
Skeletons Goblins Fireball X-Bow
Skeletons Guards
Guards
Fireball Guards
Skeletons Fireball Guards
Fireball
Guards Skeletons Goblins Fireball X-Bow
Fireball Ice 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 X-Bow
Fireball X-Bow Ice Wizard
Fireball X-Bow
Fireball Guards
Fireball
Fireball Ice Wizard
Fireball X-Bow Ice Wizard
Fireball X-Bow
Goblins Fireball Guards X-Bow
Fireball X-Bow
Fireball
Fireball
Fireball X-Bow
Fireball X-Bow
X-Bow Fireball
Fireball X-Bow
Fireball
Fireball X-Bow
Fireball X-Bow
Fireball X-Bow
Fireball
X-Bow
Fireball X-Bow
Fireball Ice Wizard
Fireball X-Bow Ice Wizard
Fireball X-Bow
Fireball X-Bow
Fireball X-Bow Ice Wizard
Fireball Guards
Fireball
Fireball X-Bow
Fireball
Fireball
Fireball Guards X-Bow
Fireball Ice Wizard
Fireball
Fireball
Fireball
Fireball
Fireball Guards
Fireball
Fireball X-Bow

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