My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Bats Royal Giant Ice Wizard Bandit Lumberjack

Offensive cards

Win conditions

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

Royal Giant Hog Rider

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 Elite Barbarians Hog Rider Bandit Lumberjack

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.

Royal Giant Elite Barbarians Hog Rider Bandit Lumberjack

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.

Elite Barbarians Hog Rider Bandit Lumberjack

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 Royal Giant Elite Barbarians Hog Rider Bandit
Giant Snowball
Bats Hog Rider Lumberjack
Zap
Bats Royal Giant Bandit
Barbarian Barrel
Elite Barbarians Ice Wizard Bandit Lumberjack
The Log
Royal Giant Elite Barbarians Hog Rider Bandit Lumberjack
Earthquake
Hog Rider
Arrows
Bats
Royal Delivery
Bats Elite Barbarians Hog Rider Ice Wizard Bandit Lumberjack
Fireball
Elite Barbarians Hog Rider Ice Wizard Bandit Lumberjack
Poison
Bats Ice Wizard
Lightning
Elite Barbarians Ice Wizard Bandit Lumberjack
Rocket
Elite Barbarians Hog Rider

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.

Bats 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 Elite Barbarians 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 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.

Bats Ice Wizard Bandit Fireball Hog Rider Lumberjack Royal Giant Elite Barbarians

Shortest cycle

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

12 Bats Ice Wizard Bandit Fireball

Attack Synergies 5 16

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
Royal Giant Hog Rider Elite Barbarians Bandit Lumberjack
Royal Giant
Bats Fireball Ice Wizard Elite Barbarians Hog Rider Bandit Lumberjack
Elite Barbarians
Bats Royal Giant Fireball Hog Rider Bandit Lumberjack
Fireball
Royal Giant Hog Rider Elite Barbarians
Hog Rider
Bats Fireball Royal Giant Elite Barbarians Bandit Lumberjack
Ice Wizard
Royal Giant Bandit Lumberjack
Bandit
Bats Royal Giant Elite Barbarians Hog Rider Ice Wizard Lumberjack
Lumberjack
Bats Royal Giant Elite Barbarians Hog Rider Ice Wizard Bandit

Defense Synergies 0 9

Bats
Ice Wizard Bandit Lumberjack
Royal Giant
Elite Barbarians
Fireball
Ice Wizard Bandit Lumberjack
Hog Rider
Ice Wizard
Bats Fireball Bandit Lumberjack
Bandit
Bats Fireball Ice Wizard Lumberjack
Lumberjack
Bats Fireball Ice Wizard Bandit

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
Elite Barbarians Lumberjack Bats Ice Wizard Bandit
Lumberjack Bats Elite Barbarians Ice Wizard Bandit
Elite Barbarians Lumberjack Bats Ice Wizard Bandit
Elite Barbarians Fireball Lumberjack
Fireball Bats Ice Wizard Bandit Lumberjack
Bats Fireball Ice Wizard
Fireball Bandit
Elite Barbarians Ice Wizard Lumberjack
Elite Barbarians Ice Wizard Bandit Lumberjack
Bats Ice Wizard Fireball Bandit Lumberjack
Bats Fireball Ice Wizard
Lumberjack Bats Elite Barbarians Fireball Ice Wizard Bandit
Fireball Bats Lumberjack
Elite Barbarians Bandit Lumberjack
Elite Barbarians Fireball Bandit Lumberjack
Bats Elite Barbarians Fireball Lumberjack
Fireball Bats Elite Barbarians Ice Wizard Bandit Lumberjack
Bats Fireball Ice Wizard Bandit Lumberjack
Elite Barbarians Lumberjack
Bats Elite Barbarians Fireball Bandit Lumberjack

Counters to secondary win conditions

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

Lumberjack Elite Barbarians Fireball Bandit
Fireball Bandit Elite Barbarians Lumberjack
Bandit Lumberjack Bats Elite Barbarians
Lumberjack Bats Elite Barbarians Fireball Bandit
Elite Barbarians Bandit Lumberjack
Fireball Bats Ice Wizard
Bats Elite Barbarians Fireball Ice Wizard Bandit Lumberjack
Elite Barbarians Lumberjack
Bats Elite Barbarians Fireball Bandit
Bats Elite Barbarians Lumberjack
Elite Barbarians Fireball
Elite Barbarians Fireball Bandit Lumberjack
Fireball
Elite Barbarians Bats Fireball Lumberjack
Bats Elite Barbarians 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 Bandit
Fireball Ice Wizard Bandit
Fireball Bandit
Fireball
Fireball
Fireball Bats Ice Wizard
Fireball Ice Wizard
Fireball Bandit
Bats Elite Barbarians Fireball Lumberjack
Fireball Bandit
Fireball
Elite Barbarians Fireball Bandit
Fireball Bandit
Elite Barbarians Fireball
Fireball Bandit
Fireball Bandit
Fireball
Bats
Fireball Bandit
Fireball
Fireball
Fireball
Fireball
Fireball Ice Wizard
Fireball Ice Wizard Bandit
Fireball Bandit
Fireball Bandit
Elite Barbarians Bats Fireball Ice Wizard
Bats Fireball
Elite Barbarians Fireball
Fireball Bandit
Fireball
Fireball
Bats Fireball Bandit
Fireball Ice Wizard
Fireball
Fireball Lumberjack
Fireball
Fireball
Elite Barbarians
Bats Elite Barbarians Fireball
Bats Fireball
Fireball Bandit

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