My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Hunter Ice 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.

Skeleton Barrel Wizard Hunter Ice Wizard

Offensive cards

Win conditions

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

Skeleton Barrel Miner

Damage spells

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

Rage

Punishments

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

Skeleton Barrel Elite Barbarians Miner

Pump responses

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

Miner

Dropped at the bridge

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

Skeleton Barrel Elite Barbarians

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.

Skeleton Barrel Elite Barbarians Miner

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
Skeleton Barrel Elite Barbarians Guards Miner
Giant Snowball
Skeleton Barrel Guards Miner
Zap
Skeleton Barrel Guards
Barbarian Barrel
Skeleton Barrel Elite Barbarians Wizard Guards Hunter Ice Wizard
The Log
Skeleton Barrel Elite Barbarians Guards Hunter
Earthquake
Guards
Arrows
Skeleton Barrel Guards
Royal Delivery
Skeleton Barrel Elite Barbarians Wizard Guards Hunter Miner Ice Wizard
Fireball
Skeleton Barrel Elite Barbarians Wizard Hunter Ice Wizard
Poison
Skeleton Barrel Wizard Guards Hunter Ice Wizard
Lightning
Elite Barbarians Wizard Hunter Ice Wizard
Rocket
Elite Barbarians Wizard Hunter

Against air swarms

Spells and units that can counter air swarms.

Wizard Hunter Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Hunter 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.

Skeleton Barrel Rage Guards Miner 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.

Elite Barbarians

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Skeleton Barrel Guards Miner Ice Wizard Hunter Wizard Elite Barbarians

Shortest cycle

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

11 Rage Skeleton Barrel Guards Miner

Attack Synergies 3 4

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.

Skeleton Barrel
Miner Guards
Elite Barbarians
Rage Wizard
Wizard
Elite Barbarians Rage Miner
Rage
Elite Barbarians Wizard
Guards
Miner Skeleton Barrel
Hunter
Miner
Skeleton Barrel Guards Wizard
Ice Wizard

Defense Synergies 1 6

Skeleton Barrel
Elite Barbarians
Wizard Hunter
Wizard
Elite Barbarians Guards Ice Wizard
Rage
Guards
Hunter Wizard Ice Wizard
Hunter
Guards Elite Barbarians Ice Wizard
Miner
Ice Wizard
Wizard Guards Hunter

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.

Skeleton Barrel Wizard
Elite Barbarians Hunter Ice Wizard
Hunter Elite Barbarians Ice Wizard
Elite Barbarians Hunter Guards Ice Wizard
Elite Barbarians
Guards Hunter Ice Wizard
Hunter Wizard Ice Wizard
Skeleton Barrel
Hunter Elite Barbarians Ice Wizard
Elite Barbarians Guards Hunter Miner Ice Wizard
Guards Ice Wizard Wizard Hunter
Hunter Wizard Ice Wizard
Hunter Elite Barbarians Wizard Guards Ice Wizard
Wizard Guards Hunter
Elite Barbarians Hunter
Elite Barbarians Hunter
Wizard Elite Barbarians Hunter
Elite Barbarians Wizard Guards Hunter Ice Wizard
Wizard Hunter Guards Ice Wizard
Elite Barbarians Hunter
Wizard Elite Barbarians Guards Hunter

Counters to secondary win conditions

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

Guards Elite Barbarians
Skeleton Barrel Elite Barbarians Wizard Hunter Miner
Guards Elite Barbarians Hunter
Guards Hunter Elite Barbarians
Elite Barbarians Guards Hunter
Wizard Skeleton Barrel Hunter Ice Wizard
Guards Elite Barbarians Hunter Ice Wizard
Elite Barbarians Hunter
Elite Barbarians
Guards
Elite Barbarians Guards Hunter
Elite Barbarians Guards
Elite Barbarians Wizard Guards Hunter
Wizard
Elite Barbarians Guards Hunter
Elite Barbarians Wizard Hunter 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.)

Skeleton Barrel Guards
Skeleton Barrel Miner Ice Wizard
Skeleton Barrel Miner
Skeleton Barrel Guards
Wizard
Wizard Skeleton Barrel Hunter Ice Wizard
Wizard
Skeleton Barrel Wizard Hunter Ice Wizard
Miner Skeleton Barrel Wizard
Elite Barbarians Guards
Miner Skeleton Barrel Wizard
Wizard
Skeleton Barrel Elite Barbarians Hunter Miner
Skeleton Barrel
Skeleton Barrel Elite Barbarians
Skeleton Barrel Wizard Hunter
Skeleton Barrel Wizard
Skeleton Barrel Wizard Hunter
Skeleton Barrel Wizard Miner
Wizard
Skeleton Barrel
Wizard Hunter Ice Wizard
Miner Skeleton Barrel Wizard Hunter Ice Wizard
Skeleton Barrel Wizard Miner
Miner Skeleton Barrel
Elite Barbarians Wizard Hunter Ice Wizard
Skeleton Barrel Wizard Guards
Elite Barbarians
Wizard Hunter Miner
Wizard
Skeleton Barrel Guards
Wizard Hunter Ice Wizard
Miner Wizard Hunter
Skeleton Barrel Wizard
Elite Barbarians
Elite Barbarians Guards
Skeleton Barrel Miner

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: