My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Minions Goblin Giant Ice Wizard Electro Wizard

Defensive buildings

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

Barbarian Hut

Investments

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

Knight Barbarian Hut Goblin Giant Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Lightning

Punishments

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

Goblin Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Knight Goblin Giant

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.

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
Minions Guards
Giant Snowball
Minions Guards
Zap
Minions Guards Goblin Giant
Barbarian Barrel
Knight Barbarian Hut Guards Ice Wizard Electro Wizard
The Log
Barbarian Hut Guards
Earthquake
Barbarian Hut Guards
Arrows
Minions Guards
Royal Delivery
Knight Minions Guards Ice Wizard Electro Wizard
Fireball
Minions Barbarian Hut Ice Wizard Electro Wizard
Poison
Minions Barbarian Hut Guards Ice Wizard Electro Wizard
Lightning
Knight Barbarian Hut Ice Wizard Electro Wizard
Rocket
Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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 Guards Ice Wizard

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Minions Guards Ice Wizard Electro Wizard Barbarian Hut Lightning Goblin Giant

Shortest cycle

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

12 Knight Minions Guards Ice Wizard

Attack Synergies 1 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.

Knight
Minions Barbarian Hut Ice Wizard Electro Wizard
Minions
Knight Barbarian Hut Goblin Giant
Barbarian Hut
Knight Minions Ice Wizard
Guards
Lightning
Goblin Giant
Goblin Giant
Minions Lightning Ice Wizard Electro Wizard
Ice Wizard
Knight Barbarian Hut Goblin Giant
Electro Wizard
Knight Goblin Giant

Defense Synergies 4 9

Knight
Minions Ice Wizard Electro Wizard Barbarian Hut
Minions
Knight Barbarian Hut Goblin Giant Ice Wizard Electro Wizard
Barbarian Hut
Minions Knight Ice Wizard Electro Wizard
Guards
Ice Wizard Electro Wizard
Lightning
Goblin Giant
Minions Electro Wizard
Ice Wizard
Knight Minions Barbarian Hut Guards
Electro Wizard
Knight Minions Barbarian Hut Guards Goblin Giant

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.

Barbarian Hut Lightning Knight Minions Goblin Giant Electro Wizard
Barbarian Hut Knight Minions Ice Wizard Electro Wizard
Barbarian Hut Knight Minions Lightning Ice Wizard Electro Wizard
Barbarian Hut Knight Minions Guards Ice Wizard Electro Wizard
Lightning
Minions Guards Ice Wizard Electro Wizard
Minions Lightning Electro Wizard Barbarian Hut Ice Wizard
Barbarian Hut Lightning Goblin Giant Electro Wizard
Barbarian Hut Minions Ice Wizard
Knight Guards Ice Wizard Electro Wizard
Minions Guards Ice Wizard Electro Wizard Knight Goblin Giant
Minions Barbarian Hut Ice Wizard Electro Wizard
Barbarian Hut Knight Minions Guards Lightning Ice Wizard Electro Wizard
Barbarian Hut Minions Guards Electro Wizard
Barbarian Hut Knight Electro Wizard
Barbarian Hut Lightning Electro Wizard
Barbarian Hut Knight Minions Electro Wizard
Knight Minions Barbarian Hut Guards Ice Wizard Electro Wizard
Knight Minions Barbarian Hut Guards Ice Wizard Electro Wizard
Barbarian Hut Electro Wizard
Knight Minions Guards Goblin Giant Electro Wizard

Counters to secondary win conditions

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

Knight Barbarian Hut Guards Electro Wizard
Electro Wizard Knight Lightning
Guards Knight Minions Barbarian Hut Lightning Goblin Giant Electro Wizard
Guards Lightning Knight Barbarian Hut Goblin Giant Electro Wizard
Barbarian Hut Knight Guards Goblin Giant
Minions Goblin Giant Ice Wizard Electro Wizard
Guards Knight Minions Barbarian Hut Lightning Goblin Giant Ice Wizard Electro Wizard
Knight Barbarian Hut Goblin Giant
Lightning Electro Wizard Knight Minions Barbarian Hut
Barbarian Hut Guards Goblin Giant
Knight Minions Guards
Lightning Guards Goblin Giant Electro Wizard
Lightning Knight Barbarian Hut Guards Goblin Giant
Barbarian Hut
Guards Electro Wizard Knight Minions Barbarian Hut Lightning Goblin Giant
Minions Barbarian Hut Ice Wizard Electro 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.)

Lightning Knight Barbarian Hut Guards
Ice Wizard Electro Wizard
Lightning Barbarian Hut Goblin Giant
Lightning Knight Barbarian Hut Guards
Minions Goblin Giant Ice Wizard
Barbarian Hut Lightning Ice Wizard
Lightning
Lightning Minions Guards Electro Wizard
Lightning Knight Electro Wizard
Lightning
Lightning Knight Barbarian Hut
Lightning Minions
Lightning Barbarian Hut
Lightning Barbarian Hut
Lightning Barbarian Hut
Lightning
Minions Lightning
Lightning Electro Wizard
Lightning
Lightning Minions
Lightning
Lightning
Lightning Barbarian Hut
Ice Wizard
Lightning Ice Wizard Electro Wizard
Lightning
Lightning
Lightning Ice Wizard Electro Wizard
Lightning Electro Wizard Minions Guards
Lightning
Lightning
Lightning Electro Wizard
Lightning
Lightning Electro Wizard Minions Barbarian Hut Guards
Lightning Ice Wizard Electro Wizard
Lightning Knight Electro Wizard
Lightning
Lightning
Minions Guards Lightning Electro Wizard
Lightning Electro Wizard
Lightning Goblin Giant Electro Wizard

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