My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Ice 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.

Ice Wizard Lumberjack

Offensive cards

Win conditions

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

Miner

Damage spells

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

Zap Arrows Fireball Rocket Poison

Punishments

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

Miner Lumberjack

Pump responses

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

Fireball Rocket Poison Miner

Dropped at the bridge

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

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.

Miner 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
Miner
Giant Snowball
Miner Lumberjack
Zap
Barbarian Barrel
Ice Wizard Lumberjack
The Log
Lumberjack
Earthquake
Arrows
Royal Delivery
Miner Ice Wizard Lumberjack
Fireball
Ice Wizard Lumberjack
Poison
Ice Wizard
Lightning
Ice Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Rocket Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Rocket Poison Ice Wizard

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 Rocket Poison Miner Ice Wizard

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 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 Miner Ice Wizard Fireball Poison Lumberjack Rocket

Shortest cycle

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

11 Zap Arrows Miner Ice Wizard

Attack Synergies 5 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.

Zap
Arrows Fireball Miner Poison Ice Wizard Lumberjack
Arrows
Zap Fireball Miner Lumberjack
Fireball
Zap Arrows Miner
Rocket
Miner
Poison
Miner Zap
Miner
Zap Poison Arrows Fireball Rocket Lumberjack
Ice Wizard
Zap Lumberjack
Lumberjack
Zap Arrows Miner Ice Wizard

Defense Synergies 1 13

Zap
Fireball Arrows Poison Miner Ice Wizard Lumberjack
Arrows
Zap Fireball Ice Wizard Lumberjack
Fireball
Zap Arrows Miner Ice Wizard Lumberjack
Rocket
Poison
Zap Ice Wizard
Miner
Zap Fireball
Ice Wizard
Zap Arrows Fireball Poison Lumberjack
Lumberjack
Zap Arrows Fireball Ice 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.

Rocket Zap Fireball
Lumberjack Zap Ice Wizard
Rocket Lumberjack Ice Wizard
Lumberjack Ice Wizard
Arrows Fireball Rocket Poison Lumberjack
Arrows Fireball Zap Ice Wizard Lumberjack
Rocket Zap Arrows Fireball Poison Ice Wizard
Rocket Zap Arrows Fireball Poison
Ice Wizard Lumberjack
Miner Ice Wizard Lumberjack
Poison Ice Wizard Zap Arrows Fireball Lumberjack
Arrows Zap Fireball Poison Ice Wizard
Lumberjack Zap Fireball Rocket Ice Wizard
Fireball Rocket Zap Arrows Poison Lumberjack
Lumberjack
Rocket Zap Fireball Lumberjack
Arrows Fireball Poison Lumberjack
Arrows Fireball Zap Ice Wizard Lumberjack
Zap Arrows Poison Fireball Ice Wizard Lumberjack
Lumberjack
Arrows Fireball Poison Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Fireball
Fireball Poison Zap Arrows Rocket Miner Lumberjack
Lumberjack Zap Rocket
Rocket Lumberjack Zap Fireball
Lumberjack
Arrows Fireball Rocket Poison Zap Ice Wizard
Rocket Fireball Ice Wizard Lumberjack
Lumberjack
Zap Rocket Fireball Poison
Lumberjack
Rocket Zap Arrows Fireball Poison
Rocket Fireball Lumberjack
Fireball
Zap Fireball Rocket Poison Lumberjack
Arrows Poison Zap Fireball Ice 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.)

Fireball Poison Arrows Rocket
Arrows Fireball Poison Zap Miner Ice Wizard
Rocket Arrows Fireball Poison Miner
Arrows Fireball Rocket Poison
Fireball Rocket Poison Zap Arrows
Arrows Fireball Poison Zap Rocket Ice Wizard
Arrows Poison
Arrows Fireball Poison Zap Ice Wizard
Arrows Fireball Poison Miner Zap
Rocket Fireball Poison Lumberjack
Rocket Poison Miner Zap Arrows Fireball
Fireball Poison Zap Arrows Rocket
Rocket Poison Fireball Miner
Arrows Fireball Rocket Poison
Zap Arrows Fireball Poison
Rocket Zap Arrows Fireball Poison
Arrows Fireball Rocket Poison
Arrows Fireball Rocket Poison
Rocket
Rocket Zap Arrows Fireball Poison
Rocket Zap Arrows Fireball Poison Miner
Rocket Fireball Poison
Rocket Arrows Fireball Poison
Rocket
Rocket Zap Arrows Fireball Poison
Zap Arrows Poison Fireball Ice Wizard
Arrows Fireball Poison Miner Zap Ice Wizard
Fireball Zap Arrows Poison Miner
Fireball Rocket Poison Miner Zap Arrows
Poison Zap Arrows Fireball Ice Wizard
Zap Rocket Fireball Poison
Fireball
Poison Zap Arrows Fireball Rocket Miner
Zap Rocket Arrows Fireball Poison
Rocket Arrows Fireball Poison
Zap Fireball Rocket
Fireball Rocket Poison Zap Arrows Ice Wizard
Arrows Fireball
Fireball Poison Miner Rocket Lumberjack
Arrows Zap Fireball Poison
Rocket Zap Arrows Fireball Poison
Zap Fireball Rocket Poison
Zap Fireball Rocket Poison
Poison Zap Fireball Rocket Miner

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