My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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.

Firecracker Baby Dragon 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.

Knight Firecracker Baby Dragon Witch Lumberjack

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Hog Rider 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.

Knight Hog Rider Baby Dragon 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.

Firecracker Hog Rider 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
Hog Rider
Giant Snowball
Hog Rider Baby Dragon Witch Lumberjack
Zap
Firecracker Witch
Barbarian Barrel
Knight Firecracker Witch Lumberjack
The Log
Firecracker Hog Rider Witch Lumberjack
Earthquake
Firecracker Hog Rider Witch
Arrows
Firecracker Witch
Royal Delivery
Knight Firecracker Hog Rider Baby Dragon Witch Lumberjack
Fireball
Firecracker Hog Rider Baby Dragon Witch Lumberjack
Poison
Firecracker Witch
Lightning
Knight Baby Dragon Witch Lumberjack
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Baby Dragon

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 Knight Baby Dragon

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.

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 Knight Firecracker Hog Rider Baby Dragon Lumberjack Witch

Shortest cycle

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

11 Zap Arrows Knight Firecracker

Attack Synergies 8 16

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 Firecracker Hog Rider Knight Baby Dragon Witch Lumberjack
Arrows
Zap Hog Rider Knight Lumberjack
Knight
Firecracker Hog Rider Baby Dragon Zap Arrows Witch Lumberjack
Firecracker
Zap Knight Hog Rider Baby Dragon Lumberjack
Hog Rider
Zap Arrows Knight Firecracker Baby Dragon Witch Lumberjack
Baby Dragon
Knight Zap Firecracker Hog Rider Witch Lumberjack
Witch
Zap Knight Hog Rider Baby Dragon Lumberjack
Lumberjack
Zap Arrows Knight Firecracker Hog Rider Baby Dragon Witch

Defense Synergies 1 16

Zap
Arrows Knight Firecracker Baby Dragon Witch Lumberjack
Arrows
Zap Knight Lumberjack
Knight
Firecracker Zap Arrows Baby Dragon Witch Lumberjack
Firecracker
Knight Zap Baby Dragon Lumberjack
Hog Rider
Baby Dragon
Zap Knight Firecracker Witch Lumberjack
Witch
Zap Knight Baby Dragon Lumberjack
Lumberjack
Zap Arrows Knight Firecracker Baby Dragon 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 Knight Firecracker Baby Dragon
Lumberjack Zap Knight Firecracker Witch
Witch Lumberjack Knight
Witch Lumberjack Knight Firecracker
Arrows Firecracker Lumberjack
Arrows Zap Firecracker Baby Dragon Lumberjack
Zap Arrows Firecracker Baby Dragon Witch
Zap Arrows Baby Dragon
Witch Lumberjack
Knight Firecracker Lumberjack
Witch Zap Arrows Knight Firecracker Baby Dragon Lumberjack
Arrows Zap Firecracker Baby Dragon Witch
Lumberjack Zap Knight Witch
Zap Arrows Firecracker Baby Dragon Witch Lumberjack
Knight Lumberjack
Zap Lumberjack
Arrows Knight Firecracker Witch Lumberjack
Arrows Zap Knight Firecracker Baby Dragon Witch Lumberjack
Zap Arrows Baby Dragon Witch Knight Firecracker Lumberjack
Lumberjack
Arrows Knight Firecracker Baby Dragon Witch Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Zap Witch
Zap Arrows Knight Firecracker Baby Dragon Lumberjack
Lumberjack Zap Knight Witch
Lumberjack Zap Knight
Knight Witch Lumberjack
Arrows Firecracker Zap Baby Dragon Witch
Knight Witch Lumberjack
Knight Lumberjack
Zap Knight Firecracker Baby Dragon Witch
Witch
Knight Witch Lumberjack
Zap Arrows
Knight Witch Lumberjack
Firecracker Baby Dragon Witch
Witch Zap Knight Firecracker Baby Dragon Lumberjack
Arrows Zap Firecracker Baby Dragon 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.)

Arrows Knight Firecracker Baby Dragon
Arrows Firecracker Zap Baby Dragon
Arrows Baby Dragon
Arrows Knight Firecracker
Zap Arrows Firecracker Baby Dragon
Arrows Firecracker Zap Baby Dragon Witch
Arrows Firecracker Baby Dragon Witch
Arrows Zap Firecracker Baby Dragon
Arrows Zap Firecracker
Lumberjack
Firecracker Zap Arrows Knight
Zap Arrows Firecracker Baby Dragon
Knight Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Zap Arrows Firecracker Baby Dragon
Zap Arrows Firecracker Baby Dragon Witch
Arrows Firecracker Baby Dragon
Arrows
Zap Arrows Firecracker Baby Dragon
Zap Arrows Firecracker Baby Dragon Witch
Baby Dragon
Arrows
Zap Arrows Baby Dragon
Zap Arrows Firecracker Baby Dragon Witch
Witch
Arrows Firecracker Zap Baby Dragon Witch
Zap Arrows Baby Dragon Witch
Zap Arrows Firecracker Baby Dragon
Zap Arrows Firecracker Baby Dragon Witch
Zap Firecracker Witch
Zap Arrows
Zap Arrows Firecracker
Arrows Firecracker
Zap Witch
Zap Arrows Firecracker Baby Dragon Witch
Arrows
Knight Firecracker Baby Dragon Lumberjack
Arrows Zap Firecracker Baby Dragon
Zap Arrows
Firecracker
Zap Firecracker Baby Dragon Witch
Firecracker Zap Witch
Zap Firecracker Baby Dragon Witch

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