My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Good
Synergy
Good
Versatility
Godly!
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 medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Spear Goblins Wizard Hunter

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.

Spear Goblins Wizard Hunter Golem Bandit

Offensive cards

Win conditions

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

Golem Graveyard

Damage spells

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

Giant Snowball Barbarian Barrel

Punishments

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

Bandit Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Spear Goblins Barbarian Barrel 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.

Golem Bandit Graveyard

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
Spear Goblins Bandit Graveyard
Giant Snowball
Spear Goblins Graveyard
Zap
Spear Goblins Bandit Graveyard
Barbarian Barrel
Spear Goblins Wizard Hunter Bandit Graveyard
The Log
Spear Goblins Hunter Bandit Graveyard
Earthquake
Spear Goblins Graveyard
Arrows
Spear Goblins Graveyard
Royal Delivery
Spear Goblins Wizard Hunter Bandit Graveyard
Fireball
Wizard Hunter Bandit
Poison
Spear Goblins Wizard Hunter Graveyard
Lightning
Wizard Hunter Bandit
Rocket
Wizard Hunter

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Wizard Barbarian Barrel Hunter

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.

Spear Goblins Golem

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.

Graveyard

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Giant Snowball Barbarian Barrel Bandit Hunter Wizard Graveyard Golem

Shortest cycle

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

9 Spear Goblins Giant Snowball Barbarian Barrel Bandit

Attack Synergies 3 18

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.

Spear Goblins
Barbarian Barrel Giant Snowball Golem Bandit Graveyard
Giant Snowball
Graveyard Spear Goblins Barbarian Barrel Hunter Golem Bandit
Wizard
Golem Bandit
Barbarian Barrel
Spear Goblins Graveyard Giant Snowball Hunter Golem Bandit
Hunter
Giant Snowball Barbarian Barrel Golem Bandit
Golem
Spear Goblins Giant Snowball Wizard Barbarian Barrel Hunter Bandit Graveyard
Bandit
Spear Goblins Giant Snowball Wizard Barbarian Barrel Hunter Golem Graveyard
Graveyard
Giant Snowball Barbarian Barrel Spear Goblins Golem Bandit

Defense Synergies 0 12

Spear Goblins
Giant Snowball Barbarian Barrel Bandit
Giant Snowball
Spear Goblins Wizard Barbarian Barrel Hunter Bandit
Wizard
Giant Snowball Barbarian Barrel Bandit
Barbarian Barrel
Spear Goblins Giant Snowball Wizard Hunter Bandit
Hunter
Giant Snowball Barbarian Barrel Bandit
Golem
Bandit
Spear Goblins Giant Snowball Wizard Barbarian Barrel Hunter
Graveyard

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.

Spear Goblins Wizard Barbarian Barrel
Hunter Bandit
Hunter Giant Snowball Bandit
Hunter Bandit
Barbarian Barrel
Barbarian Barrel Spear Goblins Giant Snowball Hunter Bandit
Giant Snowball Hunter Spear Goblins Wizard
Barbarian Barrel Bandit
Hunter
Spear Goblins Giant Snowball Barbarian Barrel Hunter Bandit
Spear Goblins Giant Snowball Wizard Barbarian Barrel Hunter Bandit
Hunter Spear Goblins Giant Snowball Wizard
Hunter Giant Snowball Wizard Bandit
Wizard Giant Snowball Barbarian Barrel Hunter
Hunter Bandit
Giant Snowball Hunter Bandit
Wizard Hunter
Spear Goblins Giant Snowball Wizard Barbarian Barrel Hunter Bandit
Giant Snowball Wizard Barbarian Barrel Hunter Spear Goblins Bandit
Hunter
Wizard Spear Goblins Giant Snowball Barbarian Barrel Hunter Bandit

Counters to secondary win conditions

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

Spear Goblins Giant Snowball Barbarian Barrel Bandit
Bandit Giant Snowball Wizard Barbarian Barrel Hunter
Bandit Spear Goblins Hunter
Hunter Barbarian Barrel Bandit
Hunter Bandit
Wizard Giant Snowball Hunter
Spear Goblins Hunter Bandit
Hunter
Spear Goblins Giant Snowball Barbarian Barrel Bandit
Hunter
Giant Snowball
Wizard Hunter Bandit
Wizard
Spear Goblins Barbarian Barrel Hunter
Giant Snowball Wizard Barbarian Barrel Hunter

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.)

Barbarian Barrel Bandit
Giant Snowball Barbarian Barrel Bandit
Barbarian Barrel Bandit
Barbarian Barrel
Wizard Giant Snowball Barbarian Barrel
Wizard Spear Goblins Giant Snowball Hunter
Wizard
Giant Snowball Wizard Barbarian Barrel Hunter
Giant Snowball Wizard Bandit
Giant Snowball
Wizard Barbarian Barrel Bandit
Giant Snowball Wizard
Giant Snowball Barbarian Barrel Hunter Bandit
Barbarian Barrel Bandit
Giant Snowball Barbarian Barrel
Spear Goblins Giant Snowball Wizard Barbarian Barrel Hunter Bandit
Wizard Barbarian Barrel Bandit
Giant Snowball Barbarian Barrel
Giant Snowball Wizard Barbarian Barrel Hunter Bandit
Giant Snowball Wizard Barbarian Barrel
Giant Snowball Wizard
Giant Snowball Barbarian Barrel
Giant Snowball Wizard Barbarian Barrel Hunter
Giant Snowball Wizard Barbarian Barrel Hunter Bandit
Giant Snowball Wizard Bandit
Barbarian Barrel Bandit
Giant Snowball Wizard Hunter
Giant Snowball Wizard
Giant Snowball
Giant Snowball Wizard Hunter Bandit
Giant Snowball
Giant Snowball Wizard
Spear Goblins Barbarian Barrel Bandit
Giant Snowball Wizard Hunter
Barbarian Barrel
Wizard Hunter
Giant Snowball Wizard
Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball Barbarian Barrel Bandit

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