My Best Clash Royale Deck

Deck Check Rating

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

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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

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

Rascals Ice Wizard Electro Wizard Inferno Dragon

Defensive buildings

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

X-Bow

Investments

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

Rascals Royal Giant X-Bow 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.

Royal Giant X-Bow

Damage spells

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

Earthquake

Punishments

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

Royal Giant X-Bow Bandit

Pump responses

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

Earthquake

Dropped at the bridge

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

Rascals Royal Giant X-Bow 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

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
Royal Giant Bandit Inferno Dragon
Giant Snowball
Inferno Dragon
Zap
Royal Giant X-Bow Bandit Inferno Dragon
Barbarian Barrel
Rascals X-Bow Ice Wizard Bandit Electro Wizard
The Log
Rascals Royal Giant X-Bow Bandit
Earthquake
X-Bow
Arrows
Rascals
Royal Delivery
Rascals Ice Wizard Bandit Electro Wizard Inferno Dragon
Fireball
Rascals X-Bow Ice Wizard Bandit Electro Wizard Inferno Dragon
Poison
Rascals X-Bow Ice Wizard Electro Wizard
Lightning
X-Bow Ice Wizard Bandit Electro Wizard Inferno Dragon
Rocket
Rascals X-Bow Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake 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.

Royal Giant

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.

Earthquake Ice Wizard Bandit Electro Wizard Inferno Dragon Rascals Royal Giant X-Bow

Shortest cycle

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

13 Earthquake Ice Wizard Bandit Electro Wizard

Attack Synergies 2 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.

Rascals
Bandit Electro Wizard
Royal Giant
Earthquake Ice Wizard Bandit Electro Wizard
Earthquake
Royal Giant
X-Bow
Ice Wizard Bandit
Ice Wizard
Royal Giant X-Bow Bandit
Bandit
Rascals Royal Giant X-Bow Ice Wizard Electro Wizard
Electro Wizard
Rascals Royal Giant Bandit
Inferno Dragon

Defense Synergies 0 9

Rascals
Royal Giant
Earthquake
X-Bow Ice Wizard
X-Bow
Earthquake Ice Wizard Bandit Electro Wizard
Ice Wizard
Earthquake X-Bow Bandit Inferno Dragon
Bandit
X-Bow Ice Wizard Electro Wizard
Electro Wizard
X-Bow Bandit Inferno Dragon
Inferno Dragon
Ice Wizard Electro 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.

Earthquake X-Bow Electro Wizard
Inferno Dragon Rascals X-Bow Ice Wizard Bandit Electro Wizard
Rascals Ice Wizard Bandit Electro Wizard Inferno Dragon
Inferno Dragon Rascals Ice Wizard Bandit Electro Wizard
Earthquake X-Bow
Rascals Earthquake X-Bow Ice Wizard Bandit Electro Wizard
Electro Wizard Inferno Dragon Rascals X-Bow Ice Wizard
Earthquake Rascals X-Bow Bandit Electro Wizard
Inferno Dragon Rascals X-Bow Ice Wizard
Rascals Ice Wizard Bandit Electro Wizard
Ice Wizard Electro Wizard Rascals Earthquake X-Bow Bandit
Inferno Dragon Rascals Ice Wizard Electro Wizard
Rascals Earthquake X-Bow Ice Wizard Bandit Electro Wizard
Rascals Earthquake X-Bow Electro Wizard
Inferno Dragon Rascals X-Bow Bandit Electro Wizard
Rascals X-Bow Bandit Electro Wizard Inferno Dragon
Rascals X-Bow Electro Wizard
Rascals X-Bow Ice Wizard Bandit Electro Wizard
Earthquake Rascals Ice Wizard Bandit Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Rascals Earthquake Bandit Electro Wizard

Counters to secondary win conditions

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

Rascals X-Bow Bandit Electro Wizard
Bandit Electro Wizard X-Bow Inferno Dragon
Bandit Rascals Electro Wizard
Rascals X-Bow Bandit Electro Wizard
Rascals Bandit Inferno Dragon
Rascals Ice Wizard Electro Wizard
Rascals Ice Wizard Bandit Electro Wizard
Rascals Inferno Dragon
Electro Wizard X-Bow Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Rascals
Electro Wizard
Rascals Bandit
Rascals
Rascals Electro Wizard X-Bow Inferno Dragon
Rascals Earthquake 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.)

Earthquake Rascals X-Bow Bandit
X-Bow Ice Wizard Bandit Electro Wizard
Earthquake X-Bow Bandit
Earthquake Rascals
Earthquake
Ice Wizard
Earthquake
Earthquake X-Bow Ice Wizard
X-Bow Bandit
X-Bow Electro Wizard
Earthquake X-Bow Bandit Electro Wizard
Earthquake Bandit
Earthquake X-Bow Bandit
Earthquake X-Bow
Earthquake X-Bow Bandit
Earthquake X-Bow Bandit
Earthquake
Earthquake X-Bow Bandit Electro Wizard
Earthquake X-Bow
Earthquake X-Bow
X-Bow
Earthquake X-Bow
Earthquake Ice Wizard
Inferno Dragon
X-Bow Earthquake Ice Wizard Bandit Electro Wizard
X-Bow Bandit
X-Bow Bandit
X-Bow Ice Wizard Electro Wizard
Electro Wizard
Earthquake X-Bow Bandit
Electro Wizard
Earthquake
Earthquake Electro Wizard X-Bow Bandit
Ice Wizard Electro Wizard
Rascals Electro Wizard
Earthquake
Rascals Electro Wizard
Electro Wizard
X-Bow Bandit Electro Wizard

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