My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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 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.

Bats Furnace Wizard Ice Wizard

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.

Bats Furnace Wizard Balloon Ice Wizard Bandit

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.

Fireball

Punishments

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

Balloon 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.

Balloon 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.

Balloon 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
Bats Skeleton Army Balloon Bandit
Giant Snowball
Bats Furnace Skeleton Army Balloon
Zap
Bats Furnace Skeleton Army Balloon Bandit
Barbarian Barrel
Furnace Wizard Skeleton Army Ice Wizard Bandit
The Log
Furnace Skeleton Army Bandit
Earthquake
Furnace Skeleton Army
Arrows
Bats Furnace Skeleton Army
Royal Delivery
Bats Wizard Skeleton Army Balloon Ice Wizard Bandit
Fireball
Furnace Wizard Skeleton Army Balloon Ice Wizard Bandit
Poison
Bats Furnace Wizard Skeleton Army Balloon Ice Wizard
Lightning
Furnace Wizard Balloon Ice Wizard Bandit
Rocket
Furnace Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Furnace Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Furnace Wizard 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.

Bats Skeleton Army 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 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.

Fireball Furnace 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.

Bats Skeleton Army Ice Wizard Bandit Fireball Furnace Wizard Balloon

Shortest cycle

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

11 Bats Skeleton Army Ice Wizard Bandit

Attack Synergies 1 8

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.

Bats
Balloon Bandit
Fireball
Furnace
Balloon Bandit
Wizard
Balloon Bandit
Skeleton Army
Balloon
Bats Furnace Wizard Ice Wizard Bandit
Ice Wizard
Balloon Bandit
Bandit
Bats Furnace Wizard Balloon Ice Wizard

Defense Synergies 0 13

Bats
Ice Wizard Bandit
Fireball
Ice Wizard Bandit
Furnace
Skeleton Army Ice Wizard Bandit
Wizard
Skeleton Army Ice Wizard Bandit
Skeleton Army
Furnace Wizard Ice Wizard Bandit
Balloon
Ice Wizard
Bats Fireball Furnace Wizard Skeleton Army Bandit
Bandit
Bats Fireball Furnace Wizard Skeleton Army 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 Wizard
Skeleton Army Bats Furnace Ice Wizard Bandit
Furnace Skeleton Army Bats Ice Wizard Bandit
Skeleton Army Bats Furnace Ice Wizard Bandit
Fireball Skeleton Army
Fireball Skeleton Army Bats Furnace Ice Wizard Bandit
Bats Furnace Fireball Wizard Ice Wizard
Fireball Bandit
Furnace Skeleton Army Ice Wizard
Skeleton Army Ice Wizard Bandit
Bats Skeleton Army Ice Wizard Fireball Furnace Wizard Bandit
Bats Fireball Furnace Wizard Ice Wizard
Furnace Skeleton Army Bats Fireball Wizard Ice Wizard Bandit
Fireball Wizard Skeleton Army Bats Furnace
Skeleton Army Furnace Bandit
Skeleton Army Fireball Furnace Bandit
Wizard Bats Fireball Furnace Skeleton Army
Fireball Bats Furnace Wizard Skeleton Army Ice Wizard Bandit
Furnace Wizard Bats Fireball Ice Wizard Bandit
Wizard Skeleton Army Bats Fireball Furnace Bandit

Counters to secondary win conditions

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

Skeleton Army Fireball Furnace Bandit
Fireball Bandit Wizard
Skeleton Army Bandit Bats Furnace
Skeleton Army Bats Fireball Bandit
Skeleton Army Bandit
Fireball Furnace Wizard Bats Ice Wizard
Skeleton Army Bats Fireball Furnace Ice Wizard Bandit
Skeleton Army
Bats Fireball Skeleton Army Bandit
Skeleton Army
Bats
Skeleton Army Fireball
Skeleton Army Fireball Wizard Bandit
Wizard Fireball Furnace Skeleton Army
Skeleton Army Bats Fireball Furnace
Bats Fireball Wizard 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 Bandit
Fireball Ice Wizard Bandit
Fireball Bandit
Fireball
Fireball Wizard Furnace
Fireball Wizard Bats Furnace Ice Wizard
Furnace Wizard
Fireball Wizard Ice Wizard
Fireball Wizard Bandit
Bats Fireball
Fireball Wizard Bandit
Fireball Wizard
Fireball Bandit
Fireball Bandit
Fireball Furnace
Fireball Furnace Wizard Bandit
Fireball Furnace Wizard Bandit
Fireball
Bats
Fireball Wizard Bandit
Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fireball Furnace Wizard Ice Wizard
Fireball Wizard Ice Wizard Bandit
Fireball Wizard Bandit
Fireball Bandit
Bats Fireball Furnace Wizard Ice Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard Bandit
Fireball
Fireball Wizard
Bats Fireball Skeleton Army Bandit
Fireball Wizard Ice Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Bats Fireball
Bats Fireball
Fireball Bandit

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