Rogue Defenders Crystal Clash Deck Guide: War Bands

- A Rogue Defenders Crystal Clash War Band is 8 cards; slots open at levels 1, 1, 1, 2, 3, 4, 5 and 6.
- A card fits only a slot whose level is at least its tier, so every band needs at least three tier-1 cards.
- Limits: one Champion, two heavy cards, no card twice. Everyone has all 28 cards.
- Magic beats armour and regrowth, shooters beat fliers, splash beats packs, and Pikemen beat big units.
A Rogue Defenders Crystal Clash deck, your War Band, is 8 of the 28 unit cards. Slots open as you level up during the match, and a card only fits a slot at or above its tier, so the giants arrive mid-fight. Bring one Champion and two heavy cards at most, and build around counters: magic, shooters and splash.
The real fun of Crystal Clash happens before the first unit walks out: you see your friend's band, spot the hole in it, and send exactly the wrong thing their way. This page teaches you to build a band that hits hard and answers back. Crystal Clash here is the lane battle mode inside Rogue Defenders, not the separate Steam game by Crunchy Leaf Games. New to the game? The complete Rogue Defenders guide shows where the mode fits. Or open the deck builder in the game from the Crystal Clash menu and build along.
How do War Band slots and tiers work?
Your battle bar has 8 slots. You level up during the match from time and kills, and slots open as you go:
| Slot | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| Opens at level | 1 | 1 | 1 | 2 | 3 | 4 | 5 | 6 |
Every card has a tier from 1 to 6 and only fits a slot whose level is at least its tier. That gives you four rules to build by:
- At least three tier-1 cards. Only slots 1 to 3 are open at the start, and only tier 1 fits there, so your opening is always cheap and quick.
- At most two cards of tier 5 or higher, since only slots 7 and 8 take them, and only one tier-6 card, in slot 8.
- The limits: one Champion (all four are tier 6), two heavy cards, no card twice. Your Champion can only be on the field once at a time.
- Order matters. Card one goes in slot one, so list your band from the lowest tier up. The builder won't let a card sit in a slot that opens too early.
Level 2 comes fast; level 6 takes a good few minutes. So the opening is a scrappy fight of small units, and the Champions crash in once the match has warmed up.

Why should you never stall in the opening?
Because the game punishes it hard. If you send no unit card in the first 10 seconds, your income stops and your gold starts draining every second until something goes out, and sending your hero doesn't count. You start with enough gold for a few cheap cards and earn more every second, faster as the match goes on, so open with a tier-1 card right away and keep the gold flowing.
The 28 cards by tier
Cost is in gold. "Beaten by" is what the card itself says counters it.
| Tier | Card | Cost | What it does | Beaten by |
|---|---|---|---|---|
| 1 | Footman | 30 | Cheap, steady front line | |
| 1 | Archer | 42 | Shoots from behind the line | |
| 1 | Knight | 84 | Heavy armour, soaks hits | |
| 1 | Slime | 30 | Splits in two when it dies | Splash: Mage, Meteor |
| 1 | Skeleton Pack | 32 | Two skeletons per card | Splash, Knights |
| 1 | Goblin Archer | 30 | Cheap, quick shot | Anything that reaches it |
| 1 | Hound Pack | 48 | Three hounds that go for the hero first | Knights, splash |
| 1 | Bat Swarm | 44 | Three bats that fly over swords | Archers, towers |
| 2 | Mage (magic) | 98 | Fireballs that burst on a crowd | |
| 2 | Shaman (magic) | 58 | Heals friends, hexes foes when no one is hurt | Cutthroats, Stalkers |
| 2 | Bomber | 58 | Runs past the fight and blows up a chunk of a tower | Shoot it first |
| 3 | Cutthroat | 56 | Dodges most non-magic hits until its first cut, a triple backstab | Splash, Hounds |
| 3 | Wraith | 86 | Flies through the fight to haunt the towers | Shooters; towers hit it twice as hard |
| 3 | Cultist (magic) | 70 | Curses foes so they take more damage | Cutthroats, Bats |
| 3 | Pikeman | 62 | Double damage to big, heavy and tank units | Archers, packs |
| 3 | Berserker | 74 | Cleaves, swings faster as it bleeds | Frost, stuns, shooters behind a wall |
| 4 | Cleric (magic) | 82 | Heals the most hurt friend | |
| 4 | Hexer (magic) | 104 | Dooms a crowd: it bursts two seconds later | Spread out; Stalkers |
| 4 | Stalker | 100 | Unseen until it leaps on a shooter and pins it | Knights by your shooters, Frost |
| 4 | Shieldbearer | 104 | Taunts: enemy units nearby must fight it | Mages, Wraiths, Bombers |
| 4 | Cave Troll | 108 | Grows back health fast | Mages, Cultists, Shamans, spells |
| 5 | Ogre (heavy) | 185 | A walking wall that smashes towers | |
| 5 | Black Knight (heavy) | 140 | Thick armour only magic cuts | Mages, Cultists, spells |
| 6 | Engineer (heavy) | 180 | Out-ranges towers and wrecks buildings | |
| 6 | Lich (Champion, magic) | 280 | Raises three skeletons every few seconds | Rush it: frail up close |
| 6 | Warlord (Champion) | 320 | Cleaves; its roar speeds up friends nearby | Frost, Black Knights |
| 6 | Stone Golem (Champion) | 320 | Slams the ground to stun everything around it, crushes towers | Kite it with shooters |
| 6 | Colossus (Champion) | 330 | Shells towers from far away | Cutthroats, Stalkers, Hounds |
What beats what in Crystal Clash?
Five rules decide most fights:
- Magic cuts armour and smoke. Only magic gets through the Black Knight's armour at full strength and hits the Cutthroat in its smoke. The magic units are the Mage, Shaman, Cultist, Cleric, Hexer and Lich, plus every spell.
- Magic stops regrowth. Any magic hit stops the Cave Troll healing for a few seconds, so hit it with magic and keep hitting.
- Fliers need shooters. Swords can't reach Bat Swarms or Wraiths; Archers, Goblin Archers, heroes and towers can. Towers hit Wraiths twice as hard.
- Splash beats packs. Slimes, Skeleton Packs and Hound Packs melt under Mages and Meteors.
- Pikemen beat big units. Double damage to Knights, Ogres, Trolls, Shieldbearers and Black Knights, though not Champions.
Every band you build should cover the first three. No magic and a Black Knight walks through you; no shooters and a cloud of Bats eats your towers while your swordsmen swing at the air.

The five ready-made War Bands
| Band | Cards | Style |
|---|---|---|
| Kingdom (default) | Footman, Archer, Knight, Mage, Cutthroat, Cleric, Ogre, Engineer | Steady and all-round |
| Horde | Hound Pack, Goblin Archer, Slime, Bomber, Cutthroat, Cave Troll, Ogre, Warlord | Fast and many |
| Undead | Skeleton Pack, Bat Swarm, Archer, Shaman, Wraith, Cultist, Black Knight, Lich | Bones, curses and a Lich |
| Iron Wall | Footman, Archer, Slime, Mage, Pikeman, Shieldbearer, Black Knight, Stone Golem | A line that holds |
| Shadow | Hound Pack, Bat Swarm, Goblin Archer, Bomber, Wraith, Stalker, Hexer, Colossus | Fliers, ghosts and assassins |
Kingdom is a great first band. It has shooters, a Mage for splash and armour, a Cleric to heal and two tower breakers in the Ogre and the Engineer. Notice it has no Champion: the heavy Engineer card sits in the last slot instead.

Three War Bands to try
Each of these follows the slot rules (three tier-1 cards, one tier-6, at most two of tier 5 and up). None is a proven best; they're starting points built on the counters above, so tweak them.
Spellbreaker (eats armour and Trolls): Footman, Archer, Skeleton Pack, Mage, Cultist, Cleric, Black Knight, Lich. Four magic cards, so Black Knights, Trolls and Cutthroats are handled. Lead it with the Mage commander, who makes spells stronger and starts with a free Meteor, or the Cleric, who powers up your Clerics and Mages.
Siege Line (knocks towers down): Footman, Goblin Archer, Knight, Bomber, Pikeman, Shieldbearer, Ogre, Stone Golem. The Shieldbearer drags enemy units off your Bombers and Ogre, the Pikeman deals with their big units, and the Golem flattens towers. Grab Siege Craft and Forward Camp when they show up, and lead it with the Engineer commander if you have the Pass, for more damage to buildings and a cheaper Ogre. The weak spot is fliers: apart from your towers, only the Goblin Archer and your hero can hit them.
Swarm (buries them in bodies): Hound Pack, Bat Swarm, Skeleton Pack, Slime, Shaman, Cutthroat, Hexer, Warlord. Loads of cheap units, then the Warlord's roar to send them charging. Take Swarm Doctrine, Twin Banners and Second Wave. It folds to splash, so save it for a rival with no Mage.
Which level-up powers change a band?
Each level-up offers three of 36 powers. These are worth building around:
- Rally Horn: new units arrive already raging for a few seconds.
- Second Wave: every 30 seconds, a free copy of the last unit you sent (not a Champion).
- Raider's Pay: gold for every bit of damage you do to towers and the Crystal.
- Scorched Earth: when one of your towers falls, it blows up in the attackers' faces.
- Last Stand: once, when your Crystal drops under a third of its health, your army fights faster and heals and the Crystal mends a little. Comebacks start here.

Your commander matters as much as your band; the Rogue Defenders heroes guide lists every perk. Playing with a friend? The 2v2 lane battle strategy guide shows how two bands cover each other. And if you came here from Clash Royale, our Clash Royale alternatives for PC and browser shows how this mode compares.
Questions people ask
How many cards are in a Crystal Clash War Band?
Eight, one for each slot of your battle bar. Three slots are open from the start, and one more opens at each of levels 2 to 6 as the match goes on. You pick from 28 unit cards in the builder, which also has five ready-made bands and a Surprise me button for a random legal band.
Do you unlock cards in Rogue Defenders' Crystal Clash?
No. Everyone has every card from the very first match, and nothing is paid for. No gear comes over from co-op either, so every battle starts even and only your choices decide it. The only Pass part of the mode is playing the Engineer or the Assassin as your hero.
What is the best Crystal Clash War Band?
There's no single best band, and no ranked ladder to prove one. Kingdom, the default, is the safest all-rounder. The strongest band on the day is the one that answers your rival's: both sides see each other's War Band at the start, and every card names what beats it.
Why can't I put a Champion in an early slot?
Champions are tier 6, and a card only fits a slot whose level is at least its tier. Only the last slot opens at level 6, so a Champion always goes there. It means nobody can drop a giant on you in the first minute, wherever they put it in their band.