My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Hut Wizard Ice Wizard

Defensive buildings

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

Goblin Hut

Investments

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

Goblin Hut Wizard Electro Giant Ice Wizard Bandit

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows Fireball

Punishments

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

Bandit

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.

Electro Giant 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.

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
Guards Bandit
Giant Snowball
Goblin Hut Guards
Zap
Goblin Hut Guards Bandit
Barbarian Barrel
Goblin Hut Wizard Guards Ice Wizard Bandit
The Log
Goblin Hut Guards Bandit
Earthquake
Goblin Hut Guards
Arrows
Goblin Hut Guards
Royal Delivery
Goblin Hut Wizard Guards Ice Wizard Bandit
Fireball
Goblin Hut Wizard Ice Wizard Bandit
Poison
Goblin Hut Wizard Guards Ice Wizard
Lightning
Goblin Hut Wizard Ice Wizard Bandit
Rocket
Goblin Hut Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard Electro Giant 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.

Arrows Guards Electro Giant 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.

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 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.

Arrows Guards Ice Wizard Bandit Fireball Goblin Hut Wizard Electro Giant

Shortest cycle

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

12 Arrows Guards Ice Wizard Bandit

Attack Synergies 1 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.

Arrows
Fireball Bandit
Fireball
Arrows
Goblin Hut
Ice Wizard Bandit
Wizard
Bandit
Guards
Bandit
Electro Giant
Ice Wizard
Goblin Hut Bandit
Bandit
Arrows Goblin Hut Wizard Guards Ice Wizard

Defense Synergies 0 16

Arrows
Fireball Goblin Hut Ice Wizard Bandit
Fireball
Arrows Goblin Hut Ice Wizard Bandit
Goblin Hut
Arrows Fireball Wizard Ice Wizard Bandit
Wizard
Goblin Hut Guards Ice Wizard Bandit
Guards
Wizard Ice Wizard
Electro Giant
Ice Wizard
Ice Wizard
Arrows Fireball Goblin Hut Wizard Guards Electro Giant Bandit
Bandit
Arrows Fireball Goblin Hut Wizard Ice 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 Goblin Hut Wizard
Goblin Hut Ice Wizard Bandit
Goblin Hut Ice Wizard Bandit
Goblin Hut Guards Ice Wizard Bandit
Arrows Fireball
Arrows Fireball Guards Ice Wizard Bandit
Arrows Fireball Goblin Hut Wizard Ice Wizard
Arrows Fireball Electro Giant Bandit
Goblin Hut Ice Wizard
Guards Ice Wizard Bandit
Guards Ice Wizard Arrows Fireball Goblin Hut Wizard Electro Giant Bandit
Arrows Fireball Goblin Hut Wizard Ice Wizard
Goblin Hut Fireball Wizard Guards Ice Wizard Bandit
Fireball Wizard Arrows Goblin Hut Guards
Goblin Hut Bandit
Fireball Goblin Hut Electro Giant Bandit
Wizard Arrows Fireball Goblin Hut
Arrows Fireball Goblin Hut Wizard Guards Ice Wizard Bandit
Arrows Wizard Fireball Goblin Hut Guards Ice Wizard Bandit
Goblin Hut
Wizard Arrows Fireball Guards Electro Giant Bandit

Counters to secondary win conditions

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

Guards Fireball Goblin Hut Electro Giant Bandit
Fireball Bandit Arrows Wizard
Guards Bandit Goblin Hut
Guards Fireball Bandit
Goblin Hut Guards Bandit
Arrows Fireball Wizard Electro Giant Goblin Hut Ice Wizard
Guards Fireball Goblin Hut Ice Wizard Bandit
Fireball Goblin Hut Bandit
Goblin Hut Guards
Goblin Hut Guards
Arrows Fireball Guards Electro Giant
Fireball Wizard Guards Bandit
Wizard Fireball Electro Giant
Goblin Hut Guards Electro Giant Fireball
Arrows Fireball Goblin Hut Wizard Electro Giant 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 Arrows Guards Bandit
Arrows Fireball Ice Wizard Bandit
Arrows Fireball Goblin Hut Bandit
Arrows Fireball Guards
Fireball Wizard Arrows
Arrows Fireball Wizard Electro Giant Ice Wizard
Arrows Wizard
Arrows Fireball Wizard Ice Wizard
Arrows Fireball Wizard Bandit
Fireball Guards
Arrows Fireball Wizard Bandit
Fireball Arrows Wizard
Fireball Goblin Hut Bandit
Arrows Fireball Bandit
Arrows Fireball Goblin Hut
Arrows Fireball Goblin Hut Wizard Bandit
Arrows Fireball Goblin Hut Wizard Bandit
Arrows Fireball
Arrows Fireball Wizard Bandit
Arrows Fireball Wizard Electro Giant
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Electro Giant Fireball Wizard Ice Wizard
Arrows Fireball Wizard Ice Wizard Bandit
Fireball Arrows Wizard Bandit
Fireball Arrows Bandit
Arrows Fireball Wizard Electro Giant Ice Wizard
Fireball Goblin Hut Wizard Guards Electro Giant
Fireball
Arrows Fireball Wizard Bandit
Arrows Fireball
Arrows Fireball Wizard
Fireball Goblin Hut Guards Bandit
Fireball Arrows Wizard Ice Wizard
Arrows Fireball
Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball Electro Giant
Electro Giant Fireball Guards
Fireball
Fireball Electro Giant Bandit

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: