My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Giant Wall Breakers

Damage spells

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

Arrows

Punishments

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

Giant Wall Breakers 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.

Barbarians Giant Wall Breakers 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.

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
Giant Wall Breakers
Giant Snowball
Cannon Barbarians Wall Breakers Witch Lumberjack
Zap
Cannon Wall Breakers Witch
Barbarian Barrel
Cannon Barbarians Wall Breakers Witch Electro Wizard Lumberjack
The Log
Cannon Barbarians Wall Breakers Witch Lumberjack
Earthquake
Cannon Barbarians Witch
Arrows
Wall Breakers Witch
Royal Delivery
Barbarians Wall Breakers Witch Electro Wizard Lumberjack
Fireball
Cannon Barbarians Wall Breakers Witch Electro Wizard Lumberjack
Poison
Cannon Barbarians Witch Electro Wizard
Lightning
Cannon Witch Electro Wizard Lumberjack
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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

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 Witch 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.

Wall Breakers Arrows Cannon Electro Wizard Lumberjack Barbarians Giant Witch

Shortest cycle

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

12 Wall Breakers Arrows Cannon Electro Wizard

Attack Synergies 1 8

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
Giant Wall Breakers Lumberjack
Cannon
Barbarians
Giant
Arrows Witch Electro Wizard Lumberjack
Wall Breakers
Arrows Electro Wizard
Witch
Giant Lumberjack
Electro Wizard
Giant Wall Breakers Lumberjack
Lumberjack
Arrows Giant Witch Electro Wizard

Defense Synergies 0 9

Arrows
Cannon Barbarians Lumberjack
Cannon
Arrows Witch Electro Wizard Lumberjack
Barbarians
Arrows
Giant
Wall Breakers
Witch
Cannon Electro Wizard Lumberjack
Electro Wizard
Cannon Witch Lumberjack
Lumberjack
Arrows Cannon 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.

Cannon Electro Wizard
Barbarians Lumberjack Cannon Witch Electro Wizard
Cannon Barbarians Witch Lumberjack Electro Wizard
Cannon Barbarians Witch Lumberjack Electro Wizard
Arrows Barbarians Lumberjack
Arrows Cannon Electro Wizard Lumberjack
Electro Wizard Arrows Cannon Witch
Arrows Cannon Barbarians Electro Wizard
Cannon Barbarians Witch Lumberjack
Cannon Barbarians Electro Wizard Lumberjack
Barbarians Witch Electro Wizard Arrows Cannon Lumberjack
Arrows Witch Electro Wizard
Cannon Barbarians Lumberjack Witch Electro Wizard
Arrows Cannon Barbarians Witch Electro Wizard Lumberjack
Barbarians Cannon Electro Wizard Lumberjack
Barbarians Cannon Electro Wizard Lumberjack
Barbarians Arrows Cannon Witch Electro Wizard Lumberjack
Arrows Cannon Barbarians Witch Electro Wizard Lumberjack
Arrows Witch Cannon Barbarians Electro Wizard Lumberjack
Barbarians Cannon Electro Wizard Lumberjack
Arrows Cannon Barbarians Witch Electro Wizard Lumberjack

Counters to secondary win conditions

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

Barbarians Lumberjack Witch Electro Wizard
Electro Wizard Arrows Lumberjack
Barbarians Lumberjack Witch Electro Wizard
Lumberjack Barbarians Electro Wizard
Barbarians Cannon Witch Lumberjack
Arrows Witch Electro Wizard
Barbarians Witch Electro Wizard Lumberjack
Barbarians Lumberjack
Electro Wizard Barbarians Witch
Witch Cannon Barbarians
Barbarians Witch Lumberjack
Arrows Barbarians Electro Wizard
Barbarians Cannon Witch Lumberjack
Cannon Barbarians Witch
Barbarians Witch Electro Wizard Lumberjack
Arrows Cannon Barbarians Witch 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.)

Arrows
Arrows Electro Wizard
Arrows
Arrows Barbarians
Arrows
Arrows Witch
Arrows Witch
Arrows
Arrows
Electro Wizard Lumberjack
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Arrows Electro Wizard
Arrows Witch
Arrows
Arrows Barbarians
Arrows Witch
Witch
Arrows Witch Electro Wizard
Arrows Witch
Arrows
Arrows Witch Electro Wizard
Electro Wizard Witch
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Barbarians Witch
Arrows Witch Electro Wizard
Arrows
Electro Wizard Lumberjack
Arrows
Arrows
Witch Electro Wizard
Witch Electro Wizard
Witch Electro Wizard

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