My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Giant Wizard Ice Wizard

Offensive cards

Win conditions

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

Giant Graveyard

Damage spells

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

Arrows Tornado

Punishments

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

Giant 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.

Barbarians Giant

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.

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
Giant Guards Graveyard
Giant Snowball
Barbarians Guards Graveyard
Zap
Guards Graveyard
Barbarian Barrel
Barbarians Wizard Guards Ice Wizard Graveyard
The Log
Barbarians Guards Graveyard
Earthquake
Barbarians Guards Graveyard
Arrows
Guards Graveyard
Royal Delivery
Barbarians Wizard Guards Ice Wizard Graveyard
Fireball
Barbarians Wizard Ice Wizard
Poison
Barbarians Wizard Guards Ice Wizard Graveyard
Lightning
Wizard Ice Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado 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 Tornado 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.

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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Guards Tornado Ice Wizard Barbarians Giant Wizard Graveyard

Shortest cycle

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

12 Arrows Guards Tornado Ice Wizard

Attack Synergies 4 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.

Arrows
Giant Graveyard
Barbarians
Giant
Arrows Graveyard Wizard Guards Tornado Ice Wizard
Wizard
Tornado Giant
Guards
Giant Graveyard
Tornado
Wizard Giant Ice Wizard Graveyard
Ice Wizard
Giant Tornado Graveyard
Graveyard
Arrows Giant Guards Tornado Ice Wizard

Defense Synergies 2 6

Arrows
Barbarians Tornado Ice Wizard
Barbarians
Arrows
Giant
Wizard
Tornado Guards Ice Wizard
Guards
Wizard Ice Wizard
Tornado
Wizard Ice Wizard Arrows
Ice Wizard
Tornado Arrows Wizard Guards
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.

Wizard
Barbarians Ice Wizard
Barbarians Tornado Ice Wizard
Barbarians Guards Ice Wizard
Arrows Barbarians Tornado
Arrows Tornado Guards Ice Wizard
Tornado Arrows Wizard Ice Wizard
Arrows Barbarians
Barbarians Tornado Ice Wizard
Guards Tornado Barbarians Ice Wizard
Barbarians Guards Ice Wizard Arrows Wizard Tornado
Arrows Wizard Tornado Ice Wizard
Barbarians Wizard Guards Ice Wizard
Wizard Arrows Barbarians Guards Tornado
Barbarians
Barbarians Tornado
Barbarians Wizard Arrows Tornado
Arrows Barbarians Wizard Guards Tornado Ice Wizard
Arrows Wizard Tornado Barbarians Guards Ice Wizard
Barbarians Tornado
Wizard Arrows Barbarians Guards

Counters to secondary win conditions

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

Barbarians Guards
Arrows Wizard
Barbarians Guards
Guards Barbarians Tornado
Barbarians Guards
Arrows Wizard Tornado Ice Wizard
Guards Barbarians Ice Wizard
Barbarians
Barbarians Tornado
Barbarians Guards
Barbarians Guards
Arrows Barbarians Guards Tornado
Barbarians Wizard Guards
Wizard Barbarians
Barbarians Guards Tornado
Arrows Barbarians 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.)

Arrows Guards
Arrows Tornado Ice Wizard
Arrows
Arrows Barbarians Guards
Wizard Arrows
Arrows Wizard Tornado Ice Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado Ice Wizard
Arrows Wizard Tornado
Guards Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows Tornado
Arrows Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows Barbarians
Arrows Tornado Wizard Ice Wizard
Arrows Wizard Tornado Ice Wizard
Arrows Wizard Tornado
Arrows Tornado
Arrows Wizard Tornado Ice Wizard
Wizard Guards
Arrows Wizard
Arrows
Arrows Wizard
Barbarians Guards
Arrows Wizard Tornado Ice Wizard
Arrows
Wizard
Arrows Wizard
Arrows Tornado
Guards Tornado
Tornado
Tornado

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