My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Electro Wizard Inferno Dragon

Defensive buildings

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

Bomb Tower

Investments

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

Ice Wizard Bandit Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap The Log

Punishments

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

Bandit 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.

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 Electro Wizard 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
Bandit Inferno Dragon Graveyard
Giant Snowball
Inferno Dragon Graveyard
Zap
Bandit Inferno Dragon Graveyard
Barbarian Barrel
Bomb Tower Ice Wizard Bandit Electro Wizard Graveyard
The Log
Bandit Graveyard
Earthquake
Bomb Tower Graveyard
Arrows
Graveyard
Royal Delivery
Ice Wizard Bandit Electro Wizard Inferno Dragon Graveyard
Fireball
Bomb Tower Ice Wizard Bandit Electro Wizard Inferno Dragon
Poison
Bomb Tower Ice Wizard Electro Wizard Graveyard
Lightning
Bomb Tower Ice Wizard Bandit Electro Wizard Inferno Dragon
Rocket
Bomb Tower Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Bomb Tower The Log 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.

Ice Wizard Inferno Dragon

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.

Ice Wizard Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Ice Wizard Bandit Bomb Tower Electro Wizard Inferno Dragon Graveyard

Shortest cycle

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

10 Zap The Log Ice Wizard Bandit

Attack Synergies 3 9

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.

Zap
Electro Wizard Graveyard The Log Ice Wizard Bandit
Bomb Tower
The Log
Zap Bandit Graveyard
Ice Wizard
Zap Bandit Graveyard
Bandit
Zap The Log Ice Wizard Electro Wizard Graveyard
Electro Wizard
Zap Graveyard Bandit
Inferno Dragon
Graveyard
Zap Electro Wizard The Log Ice Wizard Bandit

Defense Synergies 3 14

Zap
Bomb Tower Electro Wizard The Log Ice Wizard Bandit Inferno Dragon
Bomb Tower
Zap The Log Ice Wizard Electro Wizard
The Log
Bomb Tower Zap Ice Wizard Bandit Electro Wizard Inferno Dragon
Ice Wizard
Zap Bomb Tower The Log Bandit Inferno Dragon
Bandit
Zap The Log Ice Wizard Electro Wizard
Electro Wizard
Zap Bomb Tower The Log Bandit Inferno Dragon
Inferno Dragon
Zap The Log Ice Wizard Electro Wizard
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.

Zap The Log Electro Wizard
Bomb Tower Inferno Dragon Zap The Log Ice Wizard Bandit Electro Wizard
Bomb Tower Ice Wizard Bandit Electro Wizard Inferno Dragon
Bomb Tower Inferno Dragon Ice Wizard Bandit Electro Wizard
Bomb Tower The Log
The Log Zap Bomb Tower Ice Wizard Bandit Electro Wizard
Electro Wizard Inferno Dragon Zap Bomb Tower Ice Wizard
Zap Bomb Tower The Log Bandit Electro Wizard
Inferno Dragon Bomb Tower Ice Wizard
Ice Wizard Bandit Electro Wizard
Ice Wizard Electro Wizard Zap Bomb Tower The Log Bandit
Inferno Dragon Zap Ice Wizard Electro Wizard
Bomb Tower Zap The Log Ice Wizard Bandit Electro Wizard
Bomb Tower Zap The Log Electro Wizard
Inferno Dragon Bomb Tower Bandit Electro Wizard
Bomb Tower Zap The Log Bandit Electro Wizard Inferno Dragon
Bomb Tower Electro Wizard
Bomb Tower Zap The Log Ice Wizard Bandit Electro Wizard
Zap Bomb Tower The Log Ice Wizard Bandit Electro Wizard Inferno Dragon
Bomb Tower Electro Wizard Inferno Dragon
Bomb Tower The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Zap Bandit Electro Wizard
Bandit Electro Wizard Zap Bomb Tower The Log Inferno Dragon
Bandit Zap Bomb Tower The Log Electro Wizard
Zap The Log Bandit Electro Wizard
Bandit Inferno Dragon
Zap Bomb Tower Ice Wizard Electro Wizard
Bomb Tower Ice Wizard Bandit Electro Wizard
Bomb Tower Inferno Dragon
Zap Electro Wizard Bomb Tower The Log Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Bomb Tower
Zap The Log Electro Wizard
Bomb Tower Bandit
Bomb Tower
Electro Wizard Zap Bomb Tower The Log Inferno Dragon
Zap Bomb Tower The Log Ice Wizard Electro Wizard Inferno Dragon

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.)

The Log Bandit
Zap The Log Ice Wizard Bandit Electro Wizard
The Log Bandit
The Log
Zap The Log
Zap Ice Wizard
The Log
The Log Zap Ice Wizard
The Log Zap Bandit
Electro Wizard
Zap The Log Bandit Electro Wizard
Zap
The Log Bandit
Bandit
Zap The Log
Zap The Log Bandit
The Log Bandit
Zap The Log Bandit Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap The Log Ice Wizard
Inferno Dragon
The Log Zap Ice Wizard Bandit Electro Wizard
Zap The Log Bandit
Zap The Log Bandit
Zap Ice Wizard Electro Wizard
Zap Electro Wizard
Zap The Log Bandit
Zap Electro Wizard
The Log
Zap Electro Wizard Bandit
Zap Ice Wizard Electro Wizard
The Log
Electro Wizard
The Log Zap
Zap
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Bandit Electro Wizard

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