My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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

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.

Rascals Giant Balloon Ice Wizard Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Giant Balloon

Damage spells

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

Poison

Punishments

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

Giant Balloon Lumberjack

Pump responses

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

Poison

Dropped at the bridge

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

Barbarians Rascals Giant Balloon Lumberjack

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.

Balloon Electro Wizard Lumberjack

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
Giant Balloon
Giant Snowball
Barbarians Balloon Lumberjack
Zap
Balloon
Barbarian Barrel
Barbarians Rascals Ice Wizard Electro Wizard Lumberjack
The Log
Barbarians Rascals Lumberjack
Earthquake
Barbarians
Arrows
Rascals
Royal Delivery
Barbarians Rascals Balloon Ice Wizard Electro Wizard Lumberjack
Fireball
Barbarians Rascals Balloon Ice Wizard Electro Wizard Lumberjack
Poison
Barbarians Rascals Balloon Ice Wizard Electro Wizard
Lightning
Balloon Ice Wizard Electro Wizard Lumberjack
Rocket
Barbarians Rascals Balloon

Against air swarms

Spells and units that can counter air swarms.

Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Poison 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.

Poison 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.

Barbarians 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.

Ice Wizard Poison Electro Wizard Lumberjack Barbarians Rascals Giant Balloon

Shortest cycle

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

15 Ice Wizard Poison Electro Wizard Lumberjack

Attack Synergies 2 13

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
Balloon
Rascals
Balloon Electro Wizard Lumberjack
Giant
Poison Balloon Ice Wizard Electro Wizard Lumberjack
Poison
Giant Balloon
Balloon
Lumberjack Barbarians Rascals Giant Poison Ice Wizard Electro Wizard
Ice Wizard
Giant Balloon Lumberjack
Electro Wizard
Rascals Giant Balloon Lumberjack
Lumberjack
Balloon Rascals Giant Ice Wizard Electro Wizard

Defense Synergies 0 4

Barbarians
Rascals
Giant
Poison
Ice Wizard Electro Wizard
Balloon
Ice Wizard
Poison Lumberjack
Electro Wizard
Poison Lumberjack
Lumberjack
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.

Electro Wizard
Barbarians Lumberjack Rascals Ice Wizard Electro Wizard
Barbarians Lumberjack Rascals Ice Wizard Electro Wizard
Barbarians Lumberjack Rascals Ice Wizard Electro Wizard
Barbarians Poison Lumberjack
Rascals Ice Wizard Electro Wizard Lumberjack
Electro Wizard Rascals Poison Ice Wizard
Barbarians Rascals Poison Electro Wizard
Barbarians Rascals Ice Wizard Lumberjack
Barbarians Rascals Ice Wizard Electro Wizard Lumberjack
Barbarians Poison Ice Wizard Electro Wizard Rascals Lumberjack
Rascals Poison Ice Wizard Electro Wizard
Barbarians Lumberjack Rascals Ice Wizard Electro Wizard
Barbarians Rascals Poison Electro Wizard Lumberjack
Barbarians Rascals Electro Wizard Lumberjack
Barbarians Rascals Electro Wizard Lumberjack
Barbarians Rascals Poison Electro Wizard Lumberjack
Barbarians Rascals Ice Wizard Electro Wizard Lumberjack
Poison Barbarians Rascals Ice Wizard Electro Wizard Lumberjack
Barbarians Electro Wizard Lumberjack
Rascals Barbarians Poison Electro Wizard Lumberjack

Counters to secondary win conditions

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

Barbarians Rascals Lumberjack Electro Wizard
Poison Electro Wizard Lumberjack
Barbarians Lumberjack Rascals Electro Wizard
Lumberjack Barbarians Rascals Electro Wizard
Barbarians Rascals Lumberjack
Poison Rascals Ice Wizard Electro Wizard
Rascals Barbarians Ice Wizard Electro Wizard Lumberjack
Barbarians Rascals Lumberjack
Electro Wizard Barbarians Poison
Barbarians
Barbarians Rascals Lumberjack
Barbarians Poison Electro Wizard
Barbarians Rascals Lumberjack
Barbarians Rascals
Barbarians Rascals Electro Wizard Poison Lumberjack
Poison Barbarians Rascals 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.)

Poison Rascals
Poison Ice Wizard Electro Wizard
Poison
Barbarians Rascals Poison
Poison
Poison Ice Wizard
Poison
Poison Ice Wizard
Poison
Poison Electro Wizard Lumberjack
Poison Electro Wizard
Poison
Poison
Poison
Poison
Poison
Poison
Poison
Poison Electro Wizard
Poison
Poison
Poison
Barbarians Poison
Poison Ice Wizard
Poison Ice Wizard Electro Wizard
Poison
Poison
Poison Ice Wizard Electro Wizard
Electro Wizard Poison
Poison
Poison Electro Wizard
Poison
Electro Wizard Barbarians
Poison Ice Wizard Electro Wizard
Poison Rascals Electro Wizard Lumberjack
Poison
Poison
Rascals Poison Electro Wizard
Poison Electro Wizard
Poison Electro Wizard

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