My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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 Inferno Dragon

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.

Knight Battle Ram Wizard Ice Wizard Bandit Inferno Dragon Lumberjack

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Tornado

Punishments

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

Battle Ram Bandit Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Battle Ram 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.

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
Battle Ram Bandit Inferno Dragon
Giant Snowball
Battle Ram Inferno Dragon Lumberjack
Zap
Battle Ram Bandit Inferno Dragon
Barbarian Barrel
Knight Battle Ram Wizard Ice Wizard Bandit Lumberjack
The Log
Battle Ram Bandit Lumberjack
Earthquake
Arrows
Royal Delivery
Knight Battle Ram Wizard Ice Wizard Bandit Inferno Dragon Lumberjack
Fireball
Battle Ram Wizard Ice Wizard Bandit Inferno Dragon Lumberjack
Poison
Wizard Ice Wizard
Lightning
Knight Battle Ram Wizard Ice Wizard Bandit Inferno Dragon Lumberjack
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Battle Ram Tornado Ice Wizard Inferno Dragon

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Tornado Ice Wizard Bandit Battle Ram Inferno Dragon Lumberjack Wizard

Shortest cycle

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

12 Knight Tornado Ice Wizard Bandit

Attack Synergies 3 11

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.

Knight
Battle Ram Wizard Ice Wizard Lumberjack
Battle Ram
Knight Bandit Tornado Lumberjack
Wizard
Tornado Knight Bandit Lumberjack
Tornado
Wizard Battle Ram Ice Wizard
Ice Wizard
Knight Tornado Bandit Lumberjack
Bandit
Battle Ram Wizard Ice Wizard Lumberjack
Inferno Dragon
Lumberjack
Knight Battle Ram Wizard Ice Wizard Bandit

Defense Synergies 3 11

Knight
Ice Wizard Wizard Tornado Lumberjack
Battle Ram
Wizard
Tornado Knight Ice Wizard Bandit Lumberjack
Tornado
Wizard Ice Wizard Knight Inferno Dragon
Ice Wizard
Knight Tornado Wizard Bandit Inferno Dragon Lumberjack
Bandit
Wizard Ice Wizard Lumberjack
Inferno Dragon
Tornado Ice Wizard
Lumberjack
Knight Wizard 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.

Knight Wizard
Inferno Dragon Lumberjack Knight Ice Wizard Bandit
Tornado Lumberjack Knight Ice Wizard Bandit Inferno Dragon
Inferno Dragon Lumberjack Knight Ice Wizard Bandit
Tornado Lumberjack
Tornado Ice Wizard Bandit Lumberjack
Tornado Inferno Dragon Wizard Ice Wizard
Bandit
Inferno Dragon Tornado Ice Wizard Lumberjack
Knight Tornado Ice Wizard Bandit Lumberjack
Ice Wizard Knight Wizard Tornado Bandit Lumberjack
Inferno Dragon Wizard Tornado Ice Wizard
Lumberjack Knight Wizard Ice Wizard Bandit
Wizard Tornado Lumberjack
Inferno Dragon Knight Bandit Lumberjack
Tornado Bandit Inferno Dragon Lumberjack
Wizard Knight Tornado Lumberjack
Knight Wizard Tornado Ice Wizard Bandit Lumberjack
Wizard Tornado Knight Ice Wizard Bandit Inferno Dragon Lumberjack
Tornado Inferno Dragon Lumberjack
Wizard Knight Bandit Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Bandit
Bandit Knight Wizard Inferno Dragon Lumberjack
Bandit Lumberjack Knight
Lumberjack Knight Tornado Bandit
Knight Bandit Inferno Dragon Lumberjack
Wizard Tornado Ice Wizard
Knight Ice Wizard Bandit Lumberjack
Knight Inferno Dragon Lumberjack
Knight Tornado Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Lumberjack
Tornado
Knight Wizard Bandit Lumberjack
Wizard
Knight Tornado Inferno Dragon Lumberjack
Wizard Ice 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.)

Knight Bandit
Tornado Ice Wizard Bandit
Bandit
Knight
Wizard
Wizard Tornado Ice Wizard
Wizard Tornado
Wizard Tornado Ice Wizard
Wizard Tornado Bandit
Tornado Lumberjack
Knight Wizard Tornado Bandit
Wizard Tornado
Knight Bandit
Bandit
Wizard Bandit
Wizard Bandit
Tornado
Wizard Bandit
Wizard Tornado
Wizard Tornado
Tornado
Tornado Wizard Ice Wizard
Inferno Dragon
Wizard Tornado Ice Wizard Bandit
Wizard Tornado Bandit
Tornado Bandit
Wizard Tornado Ice Wizard
Wizard
Wizard Bandit
Wizard
Bandit
Wizard Tornado Ice Wizard
Knight Wizard Lumberjack
Wizard
Tornado
Tornado
Tornado
Tornado Bandit

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