My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Magic Archer

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.

Giant Balloon Electro Wizard Magic Archer 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.

Rocket

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.

Rocket

Dropped at the bridge

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

Heal Spirit Giant Balloon Magic Archer 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 Magic Archer 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 Guards Balloon
Giant Snowball
Guards Balloon Lumberjack
Zap
Guards Balloon
Barbarian Barrel
Heal Spirit Guards Electro Wizard Magic Archer Lumberjack
The Log
Heal Spirit Guards Lumberjack
Earthquake
Guards
Arrows
Heal Spirit Guards
Royal Delivery
Heal Spirit Guards Balloon Electro Wizard Magic Archer Lumberjack
Fireball
Balloon Electro Wizard Magic Archer Lumberjack
Poison
Guards Balloon Electro Wizard Magic Archer
Lightning
Balloon Electro Wizard Magic Archer Lumberjack
Rocket
Balloon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Magic Archer

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.

Heal Spirit Rocket Guards

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.

Heal Spirit 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.

Heal Spirit Guards Electro Wizard Magic Archer Lumberjack Giant Balloon Rocket

Shortest cycle

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

12 Heal Spirit Guards Electro Wizard Magic Archer

Attack Synergies 2 15

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.

Heal Spirit
Balloon Giant Guards Lumberjack
Giant
Heal Spirit Rocket Guards Balloon Electro Wizard Magic Archer Lumberjack
Rocket
Giant
Guards
Heal Spirit Giant Lumberjack
Balloon
Heal Spirit Lumberjack Giant Electro Wizard Magic Archer
Electro Wizard
Giant Balloon Magic Archer Lumberjack
Magic Archer
Giant Balloon Electro Wizard Lumberjack
Lumberjack
Balloon Heal Spirit Giant Guards Electro Wizard Magic Archer

Defense Synergies 0 6

Heal Spirit
Giant
Rocket
Guards
Electro Wizard Magic Archer Lumberjack
Balloon
Electro Wizard
Guards Magic Archer Lumberjack
Magic Archer
Guards Electro Wizard Lumberjack
Lumberjack
Guards Electro Wizard Magic Archer

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 Electro Wizard Magic Archer
Lumberjack Electro Wizard
Rocket Lumberjack Electro Wizard
Lumberjack Guards Electro Wizard
Rocket Lumberjack
Guards Electro Wizard Magic Archer Lumberjack
Rocket Electro Wizard Magic Archer
Rocket Electro Wizard Magic Archer
Lumberjack
Guards Electro Wizard Lumberjack
Guards Electro Wizard Magic Archer Lumberjack
Electro Wizard Magic Archer
Lumberjack Rocket Guards Electro Wizard
Rocket Guards Electro Wizard Magic Archer Lumberjack
Electro Wizard Lumberjack
Rocket Electro Wizard Lumberjack
Electro Wizard Lumberjack
Guards Electro Wizard Magic Archer Lumberjack
Guards Electro Wizard Magic Archer Lumberjack
Electro Wizard Lumberjack
Guards Electro Wizard Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Electro Wizard
Electro Wizard Rocket Magic Archer Lumberjack
Guards Lumberjack Rocket Electro Wizard
Rocket Guards Lumberjack Electro Wizard
Guards Lumberjack
Rocket Electro Wizard Magic Archer
Rocket Guards Electro Wizard Lumberjack
Lumberjack
Rocket Electro Wizard Magic Archer
Guards
Guards Lumberjack
Rocket Guards Electro Wizard
Rocket Guards Lumberjack
Magic Archer
Guards Electro Wizard Rocket Magic Archer Lumberjack
Electro Wizard Magic Archer

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.)

Magic Archer Rocket Guards
Electro Wizard Magic Archer
Rocket Magic Archer
Rocket Guards
Rocket Magic Archer
Rocket Magic Archer
Magic Archer
Magic Archer
Rocket Guards Electro Wizard Lumberjack
Rocket Electro Wizard Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Magic Archer
Rocket Magic Archer
Magic Archer Rocket
Rocket
Rocket
Rocket Electro Wizard Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Rocket
Rocket
Rocket
Magic Archer
Electro Wizard Magic Archer
Magic Archer
Rocket Magic Archer
Electro Wizard Magic Archer
Rocket Electro Wizard Guards
Rocket Magic Archer
Rocket Electro Wizard Magic Archer
Rocket Magic Archer
Electro Wizard Rocket Guards Magic Archer
Rocket Electro Wizard Magic Archer
Rocket Electro Wizard Magic Archer Lumberjack
Magic Archer
Rocket
Rocket Guards Electro Wizard Magic Archer
Rocket Electro Wizard Magic Archer
Rocket Electro Wizard Magic Archer

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