My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 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.

Wizard Bowler Golem Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

Fireball Rocket Tornado

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Barbarians Golem

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.

Golem

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
Inferno Dragon
Giant Snowball
Barbarians Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Barbarians Wizard
The Log
Barbarians
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Wizard Bowler Inferno Dragon
Fireball
Barbarians Wizard Bowler Inferno Dragon
Poison
Barbarians Wizard
Lightning
Wizard Bowler Inferno Dragon
Rocket
Barbarians Wizard Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Rocket Tornado Bowler

Ladder info

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.

Rocket Tornado Bowler Golem 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.

Fireball

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Tornado Fireball Inferno Dragon Barbarians Wizard Bowler Rocket Golem

Shortest cycle

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

16 Tornado Fireball Inferno Dragon Barbarians

Attack Synergies 4 4

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.

Barbarians
Fireball
Tornado Golem
Wizard
Tornado Golem
Rocket
Tornado Golem
Tornado
Fireball Wizard Rocket Bowler Golem
Bowler
Tornado
Golem
Fireball Wizard Rocket Tornado
Inferno Dragon

Defense Synergies 4 1

Barbarians
Fireball
Tornado
Wizard
Tornado
Rocket
Tornado
Tornado
Fireball Wizard Rocket Bowler Inferno Dragon
Bowler
Tornado
Golem
Inferno Dragon
Tornado

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.

Rocket Bowler Fireball Wizard
Barbarians Inferno Dragon
Barbarians Rocket Tornado Bowler Inferno Dragon
Barbarians Inferno Dragon Bowler
Barbarians Fireball Rocket Tornado Bowler
Fireball Tornado Bowler
Rocket Tornado Inferno Dragon Fireball Wizard
Rocket Bowler Barbarians Fireball
Barbarians Inferno Dragon Tornado
Tornado Barbarians Bowler
Barbarians Fireball Wizard Tornado Bowler
Inferno Dragon Fireball Wizard Tornado
Barbarians Bowler Fireball Wizard Rocket
Fireball Wizard Rocket Bowler Barbarians Tornado
Barbarians Inferno Dragon
Barbarians Rocket Tornado Fireball Bowler Inferno Dragon
Barbarians Wizard Fireball Tornado Bowler
Fireball Barbarians Wizard Tornado Bowler
Wizard Tornado Barbarians Fireball Bowler Inferno Dragon
Barbarians Tornado Inferno Dragon
Wizard Bowler Barbarians Fireball

Counters to secondary win conditions

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

Barbarians Fireball Bowler
Fireball Wizard Rocket Bowler Inferno Dragon
Barbarians Rocket Bowler
Rocket Bowler Barbarians Fireball Tornado
Barbarians Bowler Inferno Dragon
Fireball Wizard Rocket Tornado
Rocket Barbarians Fireball Bowler
Barbarians Inferno Dragon
Rocket Barbarians Fireball Tornado Inferno Dragon
Barbarians Inferno Dragon
Inferno Dragon Barbarians Bowler
Rocket Barbarians Fireball Tornado Bowler
Barbarians Rocket Bowler Fireball Wizard
Wizard Barbarians Fireball Bowler
Barbarians Fireball Rocket Tornado Bowler Inferno Dragon
Bowler Barbarians Fireball 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.)

Fireball Rocket
Fireball Tornado Bowler
Rocket Fireball
Barbarians Fireball Rocket
Fireball Wizard Rocket Bowler
Fireball Wizard Rocket Tornado
Wizard Tornado Bowler
Fireball Wizard Tornado Bowler
Fireball Wizard Tornado
Rocket Fireball Tornado Bowler
Rocket Fireball Wizard Tornado Bowler
Fireball Wizard Rocket Tornado
Rocket Fireball Bowler
Fireball Rocket
Fireball
Rocket Fireball Wizard Bowler
Fireball Wizard Rocket Bowler
Fireball Rocket Tornado
Rocket
Rocket Fireball Wizard Bowler
Rocket Fireball Wizard Tornado Bowler
Rocket Fireball Bowler
Rocket Fireball Wizard Tornado
Rocket Tornado Bowler
Rocket Barbarians Fireball
Tornado Fireball Wizard Bowler
Inferno Dragon
Fireball Wizard Tornado Bowler
Fireball Wizard Tornado Bowler
Fireball Rocket Tornado
Fireball Wizard Tornado
Rocket Fireball Wizard
Fireball Bowler
Fireball Wizard Rocket
Rocket Fireball
Rocket Fireball Wizard Bowler
Barbarians Fireball Rocket
Fireball Rocket Wizard Tornado
Fireball
Fireball Wizard Rocket Bowler
Fireball Wizard Bowler
Rocket Fireball Tornado
Fireball Rocket Tornado Bowler
Fireball Rocket Tornado
Fireball Rocket Tornado Bowler

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: