My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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.

Firecracker 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.

Firecracker Electro Wizard Lumberjack Boss Bandit

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.

Arrows Tornado

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.

Hog Rider Lumberjack Boss Bandit

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 Electro Wizard Lumberjack Boss Bandit

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 Guards
Giant Snowball
Hog Rider Guards Lumberjack
Zap
Firecracker Guards
Barbarian Barrel
Firecracker Guards Electro Wizard Lumberjack
The Log
Firecracker Hog Rider Guards Lumberjack
Earthquake
Firecracker Hog Rider Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Hog Rider Guards Electro Wizard Lumberjack Boss Bandit
Fireball
Firecracker Hog Rider Electro Wizard Lumberjack Boss Bandit
Poison
Firecracker Guards Electro Wizard Boss Bandit
Lightning
Electro Wizard Lumberjack Boss Bandit
Rocket
Hog Rider Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Tornado

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 Guards Tornado Boss Bandit

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.

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.

Arrows Firecracker Guards Tornado Hog Rider Electro Wizard Lumberjack Boss Bandit

Shortest cycle

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

12 Arrows Firecracker Guards Tornado

Attack Synergies 2 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.

Arrows
Hog Rider Lumberjack
Firecracker
Hog Rider Tornado Lumberjack
Hog Rider
Arrows Firecracker Guards Tornado Electro Wizard Lumberjack
Guards
Hog Rider Lumberjack
Tornado
Firecracker Hog Rider
Electro Wizard
Hog Rider Lumberjack
Lumberjack
Arrows Firecracker Hog Rider Guards Electro Wizard
Boss Bandit

Defense Synergies 0 10

Arrows
Tornado Lumberjack
Firecracker
Guards Tornado Electro Wizard Lumberjack
Hog Rider
Guards
Firecracker Electro Wizard Lumberjack
Tornado
Arrows Firecracker Electro Wizard
Electro Wizard
Firecracker Guards Tornado Lumberjack
Lumberjack
Arrows Firecracker Guards Electro Wizard
Boss Bandit

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.

Firecracker Electro Wizard
Lumberjack Firecracker Electro Wizard
Tornado Lumberjack Electro Wizard
Lumberjack Firecracker Guards Electro Wizard
Arrows Firecracker Tornado Lumberjack
Arrows Tornado Firecracker Guards Electro Wizard Lumberjack
Tornado Electro Wizard Arrows Firecracker
Arrows Electro Wizard
Tornado Lumberjack
Guards Tornado Firecracker Electro Wizard Lumberjack
Guards Electro Wizard Arrows Firecracker Tornado Lumberjack
Arrows Firecracker Tornado Electro Wizard
Lumberjack Guards Electro Wizard
Arrows Firecracker Guards Tornado Electro Wizard Lumberjack
Electro Wizard Lumberjack
Tornado Electro Wizard Lumberjack
Arrows Firecracker Tornado Electro Wizard Lumberjack
Arrows Firecracker Guards Tornado Electro Wizard Lumberjack
Arrows Tornado Firecracker Guards Electro Wizard Lumberjack
Tornado Electro Wizard Lumberjack
Arrows Firecracker 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 Arrows Firecracker Lumberjack
Guards Lumberjack Electro Wizard
Guards Lumberjack Tornado Electro Wizard
Guards Lumberjack
Arrows Firecracker Tornado Electro Wizard
Guards Electro Wizard Lumberjack
Lumberjack
Electro Wizard Firecracker Tornado
Guards
Guards Lumberjack
Arrows Guards Tornado Electro Wizard
Guards Lumberjack
Firecracker
Guards Electro Wizard Firecracker Tornado Lumberjack
Arrows Firecracker Electro Wizard
Arrows Electro Wizard
Tornado
Guards Lumberjack

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 Firecracker Guards
Arrows Firecracker Tornado Electro Wizard
Arrows
Arrows Firecracker Guards
Arrows Firecracker
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Guards Tornado Electro Wizard Lumberjack
Firecracker Arrows Tornado Electro Wizard
Arrows Firecracker Tornado
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Tornado
Arrows Firecracker Electro Wizard
Arrows Firecracker Tornado
Arrows Tornado
Tornado
Arrows
Arrows Firecracker Tornado
Arrows Firecracker Tornado Electro Wizard
Arrows Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado Electro Wizard
Electro Wizard Firecracker Guards
Arrows
Arrows Firecracker Electro Wizard
Arrows Firecracker
Electro Wizard Guards
Arrows Firecracker Tornado Electro Wizard
Arrows
Firecracker Electro Wizard Lumberjack
Arrows Firecracker
Arrows Tornado
Firecracker
Firecracker Guards Tornado Electro Wizard
Firecracker Tornado Electro Wizard
Firecracker Tornado Electro Wizard
Firecracker

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