My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Wizard 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.

Wizard Balloon Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Arrows The Log

Punishments

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

Balloon 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.

Balloon 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.

Balloon 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
Skeleton Army Balloon
Giant Snowball
Skeleton Army Balloon Lumberjack
Zap
Skeleton Army Balloon
Barbarian Barrel
Wizard Skeleton Army Electro Wizard Lumberjack
The Log
Skeleton Army Lumberjack
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Wizard Skeleton Army Balloon Electro Wizard Lumberjack
Fireball
Wizard Skeleton Army Balloon Electro Wizard Lumberjack
Poison
Wizard Skeleton Army Balloon Electro Wizard
Lightning
Wizard Balloon Electro Wizard Lumberjack
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard The Log

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 Skeleton Army

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.

Skeleton Army

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.

Wizard 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.

Zap The Log Arrows Skeleton Army Electro Wizard Lumberjack Wizard Balloon

Shortest cycle

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

10 Zap The Log Arrows Skeleton Army

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 Balloon Electro Wizard The Log Lumberjack
Arrows
Zap Balloon Lumberjack
Wizard
Balloon Lumberjack
Skeleton Army
Balloon
Zap Arrows Lumberjack Wizard The Log Electro Wizard
The Log
Zap Balloon Lumberjack
Electro Wizard
Zap Balloon Lumberjack
Lumberjack
Balloon Zap Arrows Wizard The Log Electro Wizard

Defense Synergies 1 15

Zap
Electro Wizard Arrows Skeleton Army The Log Lumberjack
Arrows
Zap Lumberjack
Wizard
Skeleton Army The Log Electro Wizard Lumberjack
Skeleton Army
Zap Wizard The Log Electro Wizard Lumberjack
Balloon
The Log
Zap Wizard Skeleton Army Electro Wizard Lumberjack
Electro Wizard
Zap Wizard Skeleton Army The Log Lumberjack
Lumberjack
Zap Arrows Wizard Skeleton Army The Log 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.

Zap Wizard The Log Electro Wizard
Skeleton Army Lumberjack Zap The Log Electro Wizard
Skeleton Army Lumberjack Electro Wizard
Skeleton Army Lumberjack Electro Wizard
Arrows Skeleton Army The Log Lumberjack
Arrows Skeleton Army The Log Zap Electro Wizard Lumberjack
Electro Wizard Zap Arrows Wizard
Zap Arrows The Log Electro Wizard
Skeleton Army Lumberjack
Skeleton Army Electro Wizard Lumberjack
Skeleton Army Electro Wizard Zap Arrows Wizard The Log Lumberjack
Arrows Zap Wizard Electro Wizard
Skeleton Army Lumberjack Zap Wizard The Log Electro Wizard
Wizard Skeleton Army Zap Arrows The Log Electro Wizard Lumberjack
Skeleton Army Electro Wizard Lumberjack
Skeleton Army Zap The Log Electro Wizard Lumberjack
Wizard Arrows Skeleton Army Electro Wizard Lumberjack
Arrows Zap Wizard Skeleton Army The Log Electro Wizard Lumberjack
Zap Arrows Wizard The Log Electro Wizard Lumberjack
Electro Wizard Lumberjack
Wizard Skeleton Army Arrows The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Zap Electro Wizard
Electro Wizard Zap Arrows Wizard The Log Lumberjack
Skeleton Army Lumberjack Zap The Log Electro Wizard
Skeleton Army Lumberjack Zap The Log Electro Wizard
Skeleton Army Lumberjack
Arrows Wizard Zap Electro Wizard
Skeleton Army Electro Wizard Lumberjack
Skeleton Army Lumberjack
Zap Electro Wizard Skeleton Army The Log
Skeleton Army
Lumberjack
Skeleton Army Zap Arrows The Log Electro Wizard
Skeleton Army Wizard Lumberjack
Wizard Skeleton Army
Skeleton Army Electro Wizard Zap The Log Lumberjack
Arrows Zap Wizard The Log 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 The Log
Arrows Zap The Log Electro Wizard
Arrows The Log
Arrows The Log
Wizard Zap Arrows The Log
Arrows Wizard Zap
Arrows Wizard The Log
Arrows The Log Zap Wizard
Arrows The Log Zap Wizard
Electro Wizard Lumberjack
Zap Arrows Wizard The Log Electro Wizard
Zap Arrows Wizard
The Log
Arrows
Zap Arrows The Log
Zap Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Zap Arrows Wizard The Log Electro Wizard
Zap Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Zap Arrows The Log
Zap Arrows The Log Wizard
Arrows The Log Zap Wizard Electro Wizard
Zap Arrows Wizard The Log
Zap Arrows The Log
Zap Arrows Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Arrows Wizard The Log
Zap Arrows Electro Wizard
Arrows Wizard The Log
Zap Electro Wizard Skeleton Army
Zap Arrows Wizard Electro Wizard
Arrows The Log
Wizard Electro Wizard Lumberjack
Arrows The Log Zap Wizard
Zap Arrows
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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