My Best Clash Royale Deck

Deck Check Rating

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

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.

Baby Dragon Ice Wizard Magic Archer

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 Baby Dragon Ice Wizard Magic Archer 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 Magic Archer 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.

Hog Rider Magic Archer 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 Lumberjack
Zap
Barbarian Barrel
Knight Ice Wizard Magic Archer Lumberjack
The Log
Hog Rider Lumberjack
Earthquake
Hog Rider
Arrows
Royal Delivery
Knight Hog Rider Baby Dragon Ice Wizard Magic Archer Lumberjack
Fireball
Hog Rider Baby Dragon Ice Wizard Magic Archer Lumberjack
Poison
Ice Wizard Magic Archer
Lightning
Knight Baby Dragon Ice Wizard Magic Archer Lumberjack
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Baby Dragon Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Baby Dragon Ice Wizard Magic Archer

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.

Arrows Knight Baby Dragon Ice Wizard

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.

Ice 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.

Zap Arrows Knight Ice Wizard Hog Rider Baby Dragon Magic Archer Lumberjack

Shortest cycle

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

11 Zap Arrows Knight Ice Wizard

Attack Synergies 5 17

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 Hog Rider Knight Baby Dragon Ice Wizard Magic Archer Lumberjack
Arrows
Zap Hog Rider Knight Lumberjack
Knight
Hog Rider Baby Dragon Zap Arrows Ice Wizard Magic Archer Lumberjack
Hog Rider
Zap Arrows Knight Baby Dragon Magic Archer Lumberjack
Baby Dragon
Knight Zap Hog Rider Ice Wizard Lumberjack
Ice Wizard
Zap Knight Baby Dragon Lumberjack
Magic Archer
Zap Knight Hog Rider Lumberjack
Lumberjack
Zap Arrows Knight Hog Rider Baby Dragon Ice Wizard Magic Archer

Defense Synergies 3 14

Zap
Arrows Knight Baby Dragon Ice Wizard Magic Archer Lumberjack
Arrows
Zap Knight Ice Wizard Lumberjack
Knight
Ice Wizard Magic Archer Zap Arrows Baby Dragon Lumberjack
Hog Rider
Baby Dragon
Ice Wizard Zap Knight Lumberjack
Ice Wizard
Knight Baby Dragon Zap Arrows Lumberjack
Magic Archer
Knight Zap Lumberjack
Lumberjack
Zap Arrows Knight Baby Dragon Ice Wizard Magic Archer

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 Baby Dragon Magic Archer
Lumberjack Zap Knight Ice Wizard
Lumberjack Knight Ice Wizard
Lumberjack Knight Ice Wizard
Arrows Lumberjack
Arrows Zap Baby Dragon Ice Wizard Magic Archer Lumberjack
Zap Arrows Baby Dragon Ice Wizard Magic Archer
Zap Arrows Baby Dragon Magic Archer
Ice Wizard Lumberjack
Knight Ice Wizard Lumberjack
Ice Wizard Zap Arrows Knight Baby Dragon Magic Archer Lumberjack
Arrows Zap Baby Dragon Ice Wizard Magic Archer
Lumberjack Zap Knight Ice Wizard
Zap Arrows Baby Dragon Magic Archer Lumberjack
Knight Lumberjack
Zap Lumberjack
Arrows Knight Lumberjack
Arrows Zap Knight Baby Dragon Ice Wizard Magic Archer Lumberjack
Zap Arrows Baby Dragon Knight Ice Wizard Magic Archer Lumberjack
Lumberjack
Arrows Knight Baby Dragon Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Zap
Zap Arrows Knight Baby Dragon Magic Archer Lumberjack
Lumberjack Zap Knight
Lumberjack Zap Knight
Knight Lumberjack
Arrows Zap Baby Dragon Ice Wizard Magic Archer
Knight Ice Wizard Lumberjack
Knight Lumberjack
Zap Knight Baby Dragon Magic Archer
Knight Lumberjack
Zap Arrows
Knight Lumberjack
Baby Dragon Magic Archer
Zap Knight Baby Dragon Magic Archer Lumberjack
Arrows Zap Baby Dragon Ice Wizard Magic Archer

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.)

Magic Archer Arrows Knight Baby Dragon
Arrows Zap Baby Dragon Ice Wizard Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Knight
Zap Arrows Baby Dragon Magic Archer
Arrows Zap Baby Dragon Ice Wizard Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Zap Baby Dragon Ice Wizard Magic Archer
Arrows Zap
Lumberjack
Zap Arrows Knight Magic Archer
Zap Arrows Baby Dragon Magic Archer
Knight Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Zap Arrows Baby Dragon Magic Archer
Zap Arrows Baby Dragon Magic Archer
Magic Archer Arrows Baby Dragon
Arrows
Zap Arrows Baby Dragon Magic Archer
Zap Arrows Baby Dragon Magic Archer
Baby Dragon Magic Archer
Arrows
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon Ice Wizard Magic Archer
Arrows Zap Baby Dragon Ice Wizard Magic Archer
Zap Arrows Baby Dragon Magic Archer
Zap Arrows Baby Dragon Magic Archer
Zap Arrows Baby Dragon Ice Wizard Magic Archer
Zap
Zap Arrows Magic Archer
Zap Arrows Magic Archer
Arrows Magic Archer
Zap Magic Archer
Zap Arrows Baby Dragon Ice Wizard Magic Archer
Arrows
Knight Baby Dragon Magic Archer Lumberjack
Arrows Zap Baby Dragon Magic Archer
Zap Arrows
Zap Baby Dragon Magic Archer
Zap Magic Archer
Zap Baby Dragon Magic Archer

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