My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Minions 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.

Royal Giant Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball Rage Tornado

Punishments

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

Royal Giant

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.

Barbarians Royal Giant

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
Minions Royal Giant Skeleton Army
Giant Snowball
Minions Barbarians Skeleton Army
Zap
Minions Royal Giant Skeleton Army
Barbarian Barrel
Barbarians Wizard Skeleton Army
The Log
Barbarians Royal Giant Skeleton Army
Earthquake
Barbarians Skeleton Army
Arrows
Minions Skeleton Army
Royal Delivery
Minions Barbarians Wizard Skeleton Army
Fireball
Minions Barbarians Wizard Skeleton Army
Poison
Minions Barbarians Wizard Skeleton Army
Lightning
Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Tornado

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.

Rage Skeleton Army Tornado

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 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.

Minions Barbarians Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Minions Skeleton Army Tornado Fireball Barbarians Wizard Royal Giant

Shortest cycle

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

11 Rage Minions Skeleton Army Tornado

Attack Synergies 5 3

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.

Minions
Royal Giant Rage
Barbarians
Royal Giant
Minions Fireball Wizard Tornado
Fireball
Royal Giant Tornado
Wizard
Tornado Royal Giant Rage
Rage
Minions Wizard
Skeleton Army
Tornado
Fireball Wizard Royal Giant

Defense Synergies 2 2

Minions
Barbarians
Skeleton Army
Royal Giant
Fireball
Tornado
Wizard
Tornado Skeleton Army
Rage
Skeleton Army
Barbarians Wizard
Tornado
Fireball 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.

Minions Fireball Wizard
Barbarians Skeleton Army Minions
Barbarians Skeleton Army Tornado Minions
Barbarians Skeleton Army Minions
Barbarians Fireball Skeleton Army Tornado
Fireball Skeleton Army Tornado Minions
Minions Tornado Fireball Wizard
Barbarians Fireball
Barbarians Minions Skeleton Army Tornado
Skeleton Army Tornado Barbarians
Minions Barbarians Skeleton Army Fireball Wizard Tornado
Minions Fireball Wizard Tornado
Barbarians Skeleton Army Minions Fireball Wizard
Fireball Wizard Skeleton Army Minions Barbarians Tornado
Barbarians Skeleton Army
Barbarians Skeleton Army Tornado Fireball
Barbarians Wizard Minions Fireball Skeleton Army Tornado
Fireball Minions Barbarians Wizard Skeleton Army Tornado
Wizard Tornado Minions Barbarians Fireball
Barbarians Tornado
Wizard Skeleton Army Minions Barbarians Fireball

Counters to secondary win conditions

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

Barbarians Skeleton Army Fireball
Fireball Wizard
Barbarians Skeleton Army Minions
Skeleton Army Barbarians Fireball Tornado
Barbarians Skeleton Army
Fireball Wizard Minions Tornado
Skeleton Army Minions Barbarians Fireball
Barbarians Skeleton Army
Minions Barbarians Fireball Skeleton Army Tornado
Barbarians Skeleton Army
Minions Barbarians
Skeleton Army Barbarians Fireball Tornado
Barbarians Skeleton Army Fireball Wizard
Wizard Barbarians Fireball Skeleton Army
Barbarians Skeleton Army Minions Fireball Tornado
Minions Barbarians Fireball 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
Fireball Tornado
Fireball
Barbarians Fireball
Fireball Wizard
Fireball Wizard Minions Tornado
Wizard Tornado
Fireball Wizard Tornado
Fireball Wizard Tornado
Minions Fireball Tornado
Fireball Wizard Tornado
Fireball Wizard Tornado
Fireball
Minions Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball Tornado
Minions
Fireball Wizard
Fireball Wizard Tornado
Minions Fireball
Fireball Wizard Tornado
Tornado
Barbarians Fireball
Tornado Fireball Wizard
Fireball Wizard Tornado
Fireball Wizard Tornado
Fireball Tornado
Fireball Wizard Tornado
Minions Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Minions Barbarians Fireball Skeleton Army
Fireball Wizard Tornado
Fireball
Fireball Wizard
Fireball Wizard
Fireball Tornado
Minions Fireball Tornado
Fireball Tornado
Fireball Tornado

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