My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Inferno Dragon Night Witch

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.

Elixir Collector Golem Electro Wizard Inferno Dragon Lumberjack Night Witch

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.

Arrows Fireball

Punishments

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

Lumberjack

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Golem 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.

Golem 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
Inferno Dragon Night Witch
Giant Snowball
Inferno Dragon Lumberjack Night Witch
Zap
Inferno Dragon Night Witch
Barbarian Barrel
Electro Wizard Lumberjack Night Witch
The Log
Lumberjack
Earthquake
Elixir Collector
Arrows
Night Witch
Royal Delivery
Electro Wizard Inferno Dragon Lumberjack Night Witch
Fireball
Elixir Collector Electro Wizard Inferno Dragon Lumberjack Night Witch
Poison
Elixir Collector Electro Wizard Night Witch
Lightning
Elixir Collector Electro Wizard Inferno Dragon Lumberjack Night Witch
Rocket
Elixir Collector Inferno Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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.

Arrows Elixir Collector Golem Inferno Dragon Night Witch

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.

Fireball 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.

Arrows Fireball Electro Wizard Inferno Dragon Lumberjack Night Witch Elixir Collector Golem

Shortest cycle

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

15 Arrows Fireball Electro Wizard Inferno Dragon

Attack Synergies 4 7

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.

Arrows
Fireball Golem Lumberjack Night Witch
Fireball
Arrows Golem Electro Wizard
Elixir Collector
Golem
Arrows Fireball Night Witch Electro Wizard Lumberjack
Electro Wizard
Fireball Golem Lumberjack
Inferno Dragon
Lumberjack
Arrows Golem Electro Wizard Night Witch
Night Witch
Golem Arrows Lumberjack

Defense Synergies 0 7

Arrows
Fireball Lumberjack
Fireball
Arrows Electro Wizard Lumberjack
Elixir Collector
Golem
Electro Wizard
Fireball Inferno Dragon Lumberjack Night Witch
Inferno Dragon
Electro Wizard
Lumberjack
Arrows Fireball Electro Wizard
Night Witch
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.

Fireball Electro Wizard
Inferno Dragon Lumberjack Electro Wizard Night Witch
Lumberjack Electro Wizard Inferno Dragon Night Witch
Inferno Dragon Lumberjack Night Witch Electro Wizard
Arrows Fireball Lumberjack
Arrows Fireball Electro Wizard Lumberjack Night Witch
Electro Wizard Inferno Dragon Arrows Fireball Night Witch
Arrows Fireball Electro Wizard
Inferno Dragon Lumberjack Night Witch
Electro Wizard Lumberjack Night Witch
Electro Wizard Arrows Fireball Lumberjack Night Witch
Arrows Inferno Dragon Fireball Electro Wizard Night Witch
Lumberjack Night Witch Fireball Electro Wizard
Fireball Arrows Electro Wizard Lumberjack Night Witch
Inferno Dragon Electro Wizard Lumberjack
Fireball Electro Wizard Inferno Dragon Lumberjack
Arrows Fireball Electro Wizard Lumberjack Night Witch
Arrows Fireball Electro Wizard Lumberjack Night Witch
Arrows Fireball Electro Wizard Inferno Dragon Lumberjack
Electro Wizard Inferno Dragon Lumberjack
Arrows Fireball Electro Wizard Lumberjack Night Witch

Counters to secondary win conditions

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

Lumberjack Fireball Electro Wizard
Fireball Electro Wizard Arrows Inferno Dragon Lumberjack
Lumberjack Electro Wizard
Lumberjack Fireball Electro Wizard Night Witch
Inferno Dragon Lumberjack Night Witch
Arrows Fireball Electro Wizard
Fireball Electro Wizard Lumberjack Night Witch
Inferno Dragon Lumberjack
Electro Wizard Fireball Inferno Dragon
Inferno Dragon
Inferno Dragon Lumberjack
Arrows Fireball Electro Wizard
Fireball Lumberjack Night Witch
Fireball
Electro Wizard Fireball Inferno Dragon Lumberjack Night Witch
Arrows Fireball 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.)

Fireball Arrows
Arrows Fireball Electro Wizard
Arrows Fireball
Arrows Fireball
Fireball Arrows
Arrows Fireball
Arrows
Arrows Fireball
Arrows Fireball
Fireball Electro Wizard Lumberjack Night Witch
Arrows Fireball Electro Wizard
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Night Witch
Arrows Fireball Electro Wizard
Arrows Fireball
Fireball Night Witch
Arrows Fireball
Arrows Fireball
Arrows Fireball
Inferno Dragon
Arrows Fireball Electro Wizard
Fireball Arrows
Fireball Arrows
Arrows Fireball Electro Wizard Night Witch
Electro Wizard Fireball
Fireball Night Witch
Arrows Fireball Night Witch
Arrows Fireball Electro Wizard
Arrows Fireball
Electro Wizard Fireball Night Witch
Fireball Arrows Electro Wizard
Arrows Fireball
Fireball Electro Wizard Lumberjack
Arrows Fireball
Arrows Fireball
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard

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