My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Archers 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.

Bomber Archers Wizard Balloon Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap

Punishments

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

Balloon Lumberjack

Pump responses

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

Missing

Dropped at the bridge

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

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
Bomber Archers Skeleton Army Balloon
Giant Snowball
Bomber Archers Skeleton Army Balloon Lumberjack
Zap
Bomber Archers Skeleton Army Balloon
Barbarian Barrel
Bomber Archers Wizard Skeleton Army Electro Wizard Lumberjack
The Log
Bomber Archers Skeleton Army Lumberjack
Earthquake
Bomber Archers Skeleton Army
Arrows
Bomber Archers Skeleton Army
Royal Delivery
Bomber Archers Wizard Skeleton Army Balloon Electro Wizard Lumberjack
Fireball
Bomber Archers Wizard Skeleton Army Balloon Electro Wizard Lumberjack
Poison
Bomber Archers Wizard Skeleton Army Balloon Electro Wizard
Lightning
Wizard Balloon Electro Wizard Lumberjack
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap 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.

Skeleton Army

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.

Skeleton Army

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Archers Skeleton Army Electro Wizard Lumberjack Wizard Balloon

Shortest cycle

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

10 Bomber Zap Archers Skeleton Army

Attack Synergies 3 10

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.

Bomber
Zap Lumberjack
Zap
Balloon Electro Wizard Bomber Archers Lumberjack
Archers
Zap Balloon Lumberjack
Wizard
Balloon Lumberjack
Skeleton Army
Balloon
Zap Lumberjack Archers Wizard Electro Wizard
Electro Wizard
Zap Balloon Lumberjack
Lumberjack
Balloon Bomber Zap Archers Wizard Electro Wizard

Defense Synergies 1 14

Bomber
Zap Electro Wizard
Zap
Electro Wizard Bomber Archers Skeleton Army Lumberjack
Archers
Zap Skeleton Army Electro Wizard Lumberjack
Wizard
Skeleton Army Electro Wizard Lumberjack
Skeleton Army
Zap Archers Wizard Electro Wizard Lumberjack
Balloon
Electro Wizard
Zap Bomber Archers Wizard Skeleton Army Lumberjack
Lumberjack
Zap Archers Wizard Skeleton Army 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.

Bomber Zap Wizard Electro Wizard
Skeleton Army Lumberjack Bomber Zap Electro Wizard
Skeleton Army Lumberjack Bomber Archers Electro Wizard
Skeleton Army Lumberjack Bomber Electro Wizard
Bomber Skeleton Army Lumberjack
Skeleton Army Bomber Zap Archers Electro Wizard Lumberjack
Electro Wizard Zap Archers Wizard
Zap Electro Wizard
Skeleton Army Lumberjack
Skeleton Army Bomber Archers Electro Wizard Lumberjack
Archers Skeleton Army Electro Wizard Bomber Zap Wizard Lumberjack
Zap Archers Wizard Electro Wizard
Skeleton Army Lumberjack Bomber Zap Wizard Electro Wizard
Bomber Wizard Skeleton Army Zap Electro Wizard Lumberjack
Skeleton Army Electro Wizard Lumberjack
Skeleton Army Zap Electro Wizard Lumberjack
Wizard Bomber Skeleton Army Electro Wizard Lumberjack
Bomber Zap Archers Wizard Skeleton Army Electro Wizard Lumberjack
Zap Wizard Bomber Archers Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bomber Wizard Skeleton Army Archers Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Zap Archers Electro Wizard
Electro Wizard Bomber Zap Archers Wizard Lumberjack
Skeleton Army Lumberjack Zap Electro Wizard
Skeleton Army Lumberjack Zap Electro Wizard
Skeleton Army Lumberjack
Wizard Zap Archers Electro Wizard
Skeleton Army Archers Electro Wizard Lumberjack
Skeleton Army Lumberjack
Zap Electro Wizard Skeleton Army
Skeleton Army
Lumberjack
Skeleton Army Zap Electro Wizard
Skeleton Army Wizard Lumberjack
Wizard Bomber Archers Skeleton Army
Skeleton Army Electro Wizard Bomber Zap Archers Lumberjack
Bomber Zap Archers 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.)

Zap Electro Wizard
Bomber Wizard Zap
Wizard Zap
Bomber Archers Wizard
Zap Wizard
Zap Wizard
Electro Wizard Lumberjack
Zap Wizard Electro Wizard
Zap Archers Wizard
Zap
Bomber Zap Wizard
Wizard
Bomber
Bomber Zap Archers Wizard Electro Wizard
Bomber Zap Wizard
Wizard
Zap
Zap Bomber Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Archers Wizard Electro Wizard
Zap Electro Wizard Wizard
Bomber Zap Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Archers Skeleton Army
Zap Archers Wizard Electro Wizard
Wizard Electro Wizard Lumberjack
Bomber Zap Wizard
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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