My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Zappies Wizard

Defensive buildings

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

X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Elixir Golem Zappies Wizard X-Bow Lumberjack Mega Knight

Offensive cards

Win conditions

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

Elixir Golem X-Bow

Damage spells

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

Fireball

Punishments

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

Elixir Golem X-Bow Lumberjack Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Spirit Elixir Golem X-Bow Lumberjack Mega Knight

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 Spirit 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
Elixir Golem
Giant Snowball
Zappies Lumberjack
Zap
Zappies X-Bow
Barbarian Barrel
Electro Spirit Elixir Golem Zappies Wizard X-Bow Lumberjack
The Log
Electro Spirit Elixir Golem Zappies X-Bow Lumberjack
Earthquake
Elixir Golem Zappies X-Bow
Arrows
Electro Spirit Zappies
Royal Delivery
Electro Spirit Elixir Golem Zappies Wizard Lumberjack
Fireball
Elixir Golem Zappies Wizard X-Bow Lumberjack
Poison
Elixir Golem Zappies Wizard X-Bow
Lightning
Wizard X-Bow Lumberjack
Rocket
Wizard X-Bow

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Wizard Mega Knight

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.

Electro Spirit Elixir Golem Mega Knight

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.

Fireball

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.

Fireball 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.

Electro Spirit Elixir Golem Fireball Zappies Lumberjack Wizard X-Bow Mega Knight

Shortest cycle

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

12 Electro Spirit Elixir Golem Fireball Zappies

Attack Synergies 1 13

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.

Electro Spirit
Fireball X-Bow Lumberjack
Elixir Golem
Fireball Zappies Wizard Lumberjack
Fireball
X-Bow Electro Spirit Elixir Golem Mega Knight
Zappies
Elixir Golem Lumberjack Mega Knight
Wizard
Elixir Golem Lumberjack Mega Knight
X-Bow
Fireball Electro Spirit
Lumberjack
Electro Spirit Elixir Golem Zappies Wizard Mega Knight
Mega Knight
Fireball Zappies Wizard Lumberjack

Defense Synergies 1 8

Electro Spirit
Lumberjack
Elixir Golem
Fireball
X-Bow Zappies Lumberjack Mega Knight
Zappies
Fireball Lumberjack Mega Knight
Wizard
Lumberjack Mega Knight
X-Bow
Fireball
Lumberjack
Electro Spirit Fireball Zappies Wizard
Mega Knight
Fireball Zappies 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.

Fireball Zappies Wizard X-Bow
Lumberjack Zappies X-Bow Mega Knight
Lumberjack Mega Knight Zappies
Lumberjack Zappies Mega Knight
Fireball X-Bow Lumberjack Mega Knight
Fireball Electro Spirit Zappies X-Bow Lumberjack Mega Knight
Electro Spirit Fireball Zappies Wizard X-Bow
Electro Spirit Fireball X-Bow Mega Knight
Zappies X-Bow Lumberjack
Zappies Lumberjack Mega Knight
Electro Spirit Fireball Zappies Wizard X-Bow Lumberjack Mega Knight
Fireball Zappies Wizard
Lumberjack Mega Knight Fireball Zappies Wizard X-Bow
Fireball Wizard Mega Knight Electro Spirit Zappies X-Bow Lumberjack
Zappies X-Bow Lumberjack Mega Knight
Fireball Zappies X-Bow Lumberjack Mega Knight
Wizard Mega Knight Fireball Zappies X-Bow Lumberjack
Fireball Mega Knight Electro Spirit Zappies Wizard X-Bow Lumberjack
Wizard Electro Spirit Fireball Zappies Lumberjack Mega Knight
Zappies Lumberjack
Wizard Mega Knight Electro Spirit Fireball Zappies Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Fireball Zappies X-Bow
Fireball Wizard X-Bow Lumberjack Mega Knight
Zappies Lumberjack Mega Knight
Lumberjack Mega Knight Fireball Zappies X-Bow
Zappies Lumberjack Mega Knight
Fireball Wizard Electro Spirit Zappies
Fireball Zappies Lumberjack
Mega Knight Zappies Lumberjack
Mega Knight Electro Spirit Fireball Zappies X-Bow
Zappies
Mega Knight Zappies Lumberjack
Mega Knight Fireball
Mega Knight Fireball Zappies Wizard Lumberjack
Wizard Fireball Zappies Mega Knight
Zappies Electro Spirit Fireball X-Bow Lumberjack
Mega Knight Electro Spirit Fireball Zappies Wizard
Fireball

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.)

Fireball X-Bow
Fireball X-Bow
Fireball X-Bow
Fireball
Fireball Wizard Mega Knight
Fireball Wizard Electro Spirit
Wizard
Fireball X-Bow Wizard
Fireball Wizard X-Bow
Fireball X-Bow Lumberjack
Fireball Wizard X-Bow
Fireball Wizard
Fireball
Fireball X-Bow
Fireball X-Bow
X-Bow Fireball Wizard
Fireball Wizard X-Bow Mega Knight
Fireball
Fireball Wizard X-Bow Mega Knight
Fireball Wizard X-Bow Mega Knight
Fireball X-Bow Mega Knight
Fireball Wizard
X-Bow
Fireball X-Bow
Electro Spirit Fireball Wizard Mega Knight
Fireball X-Bow Wizard
Fireball Wizard X-Bow Mega Knight
Fireball X-Bow
Fireball Wizard X-Bow
Electro Spirit Fireball Zappies Wizard
Fireball
Fireball Wizard X-Bow Mega Knight
Electro Spirit Fireball Zappies
Mega Knight
Fireball Wizard
Electro Spirit Fireball Zappies X-Bow
Fireball Zappies Wizard
Fireball
Fireball Wizard Lumberjack Mega Knight
Fireball Wizard
Fireball
Mega Knight
Electro Spirit Fireball Zappies
Fireball Zappies
Fireball X-Bow Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: