My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Giant Witch Balloon 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.

Zap Arrows Fireball

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.

Fireball

Dropped at the bridge

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

Barbarians 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 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 Witch Balloon Lumberjack
Zap
Witch Balloon
Barbarian Barrel
Barbarians Witch Lumberjack
The Log
Barbarians Witch Lumberjack
Earthquake
Barbarians Witch
Arrows
Witch
Royal Delivery
Barbarians Witch Balloon Lumberjack
Fireball
Barbarians Witch Balloon Lumberjack
Poison
Barbarians Witch Balloon
Lightning
Witch Balloon Lumberjack
Rocket
Barbarians Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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

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.

Barbarians Fireball Witch

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Fireball Lumberjack Barbarians Giant Witch Balloon

Shortest cycle

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

13 Zap Arrows Fireball Lumberjack

Attack Synergies 8 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.

Zap
Arrows Fireball Giant Balloon Witch Lumberjack
Arrows
Zap Fireball Giant Balloon Lumberjack
Barbarians
Balloon
Fireball
Zap Arrows Giant
Giant
Zap Arrows Fireball Witch Balloon Lumberjack
Witch
Zap Giant Lumberjack
Balloon
Zap Arrows Lumberjack Barbarians Giant
Lumberjack
Balloon Zap Arrows Giant Witch

Defense Synergies 1 9

Zap
Fireball Arrows Barbarians Witch Lumberjack
Arrows
Zap Barbarians Fireball Lumberjack
Barbarians
Zap Arrows
Fireball
Zap Arrows Lumberjack
Giant
Witch
Zap Lumberjack
Balloon
Lumberjack
Zap Arrows Fireball Witch

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.

Zap Fireball
Barbarians Lumberjack Zap Witch
Barbarians Witch Lumberjack
Barbarians Witch Lumberjack
Arrows Barbarians Fireball Lumberjack
Arrows Fireball Zap Lumberjack
Zap Arrows Fireball Witch
Zap Arrows Barbarians Fireball
Barbarians Witch Lumberjack
Barbarians Lumberjack
Barbarians Witch Zap Arrows Fireball Lumberjack
Arrows Zap Fireball Witch
Barbarians Lumberjack Zap Fireball Witch
Fireball Zap Arrows Barbarians Witch Lumberjack
Barbarians Lumberjack
Barbarians Zap Fireball Lumberjack
Barbarians Arrows Fireball Witch Lumberjack
Arrows Fireball Zap Barbarians Witch Lumberjack
Zap Arrows Witch Barbarians Fireball Lumberjack
Barbarians Lumberjack
Arrows Barbarians Fireball Witch Lumberjack

Counters to secondary win conditions

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

Barbarians Lumberjack Zap Fireball Witch
Fireball Zap Arrows Lumberjack
Barbarians Lumberjack Zap Witch
Lumberjack Zap Barbarians Fireball
Barbarians Witch Lumberjack
Arrows Fireball Zap Witch
Barbarians Fireball Witch Lumberjack
Barbarians Lumberjack
Zap Barbarians Fireball Witch
Witch Barbarians
Barbarians Witch Lumberjack
Zap Arrows Barbarians Fireball
Barbarians Fireball Witch Lumberjack
Barbarians Fireball Witch
Barbarians Witch Zap Fireball Lumberjack
Arrows Zap Barbarians Fireball Witch

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 Zap
Arrows Fireball
Arrows Barbarians Fireball
Fireball Zap Arrows
Arrows Fireball Zap Witch
Arrows Witch
Arrows Fireball Zap
Arrows Fireball Zap
Fireball Lumberjack
Zap Arrows Fireball
Fireball Zap Arrows
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Witch
Fireball
Arrows Fireball
Zap Arrows Barbarians Fireball
Zap Arrows Fireball Witch
Witch
Arrows Fireball Zap Witch
Fireball Zap Arrows Witch
Fireball Zap Arrows
Zap Arrows Fireball Witch
Zap Fireball Witch
Fireball
Zap Arrows Fireball
Zap Arrows Fireball
Arrows Fireball
Zap Barbarians Fireball Witch
Fireball Zap Arrows Witch
Arrows Fireball
Fireball Lumberjack
Arrows Zap Fireball
Zap Arrows Fireball
Zap Fireball Witch
Zap Fireball Witch
Zap Fireball Witch

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