My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Electro Wizard Mother Witch

Defensive buildings

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

Cannon

Investments

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

Balloon Royal Ghost Electro Wizard Lumberjack Mother Witch

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.

Arrows

Punishments

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

Balloon Royal Ghost 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 Royal Ghost 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 Royal Ghost 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
Balloon
Giant Snowball
Cannon Balloon Lumberjack
Zap
Cannon Balloon
Barbarian Barrel
Cannon Royal Ghost Electro Wizard Lumberjack
The Log
Cannon Lumberjack
Earthquake
Cannon
Arrows
Royal Delivery
Balloon Royal Ghost Electro Wizard Lumberjack Mother Witch
Fireball
Cannon Balloon Electro Wizard Lumberjack Mother Witch
Poison
Cannon Balloon Electro Wizard Mother Witch
Lightning
Cannon Balloon Electro Wizard Lumberjack Mother Witch
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Ghost

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 Royal Ghost Mother Witch

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.

Mirror Arrows Cannon Royal Ghost Electro Wizard Lumberjack Mother Witch Balloon

Shortest cycle

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

9 Mirror Arrows Cannon Royal Ghost

Attack Synergies 3 11

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
Mirror Balloon Lumberjack Mother Witch
Cannon
Mirror
Arrows Balloon Royal Ghost Lumberjack
Balloon
Arrows Lumberjack Mirror Royal Ghost Electro Wizard
Royal Ghost
Mirror Balloon Electro Wizard Lumberjack Mother Witch
Electro Wizard
Balloon Royal Ghost Lumberjack
Lumberjack
Balloon Arrows Mirror Royal Ghost Electro Wizard
Mother Witch
Arrows Royal Ghost

Defense Synergies 2 13

Arrows
Mirror Cannon Lumberjack Mother Witch
Cannon
Mirror Arrows Royal Ghost Electro Wizard Lumberjack Mother Witch
Mirror
Arrows Cannon Electro Wizard Lumberjack
Balloon
Royal Ghost
Cannon Electro Wizard Mother Witch
Electro Wizard
Cannon Mirror Royal Ghost Lumberjack
Lumberjack
Arrows Cannon Mirror Electro Wizard Mother Witch
Mother Witch
Arrows Cannon Royal Ghost Lumberjack

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.

Cannon Electro Wizard
Lumberjack Cannon Electro Wizard
Cannon Lumberjack Electro Wizard
Cannon Lumberjack Electro Wizard
Arrows Lumberjack
Arrows Cannon Royal Ghost Electro Wizard Lumberjack Mother Witch
Electro Wizard Arrows Cannon
Arrows Cannon Electro Wizard
Cannon Lumberjack
Cannon Royal Ghost Electro Wizard Lumberjack
Electro Wizard Mother Witch Arrows Cannon Royal Ghost Lumberjack
Arrows Electro Wizard
Cannon Lumberjack Electro Wizard
Arrows Cannon Royal Ghost Electro Wizard Lumberjack
Cannon Electro Wizard Lumberjack
Cannon Electro Wizard Lumberjack
Arrows Cannon Electro Wizard Lumberjack
Arrows Cannon Royal Ghost Electro Wizard Lumberjack
Arrows Cannon Royal Ghost Electro Wizard Lumberjack Mother Witch
Cannon Electro Wizard Lumberjack
Royal Ghost Arrows Cannon Electro Wizard Lumberjack Mother Witch

Counters to secondary win conditions

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

Lumberjack Royal Ghost Electro Wizard
Electro Wizard Arrows Royal Ghost Lumberjack
Lumberjack Electro Wizard
Lumberjack Electro Wizard
Cannon Lumberjack
Arrows Mother Witch Electro Wizard
Electro Wizard Lumberjack
Lumberjack
Electro Wizard
Cannon
Lumberjack
Arrows Electro Wizard
Cannon Lumberjack
Cannon
Electro Wizard Lumberjack
Arrows Cannon Royal Ghost Electro Wizard Mother Witch

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 Royal Ghost
Arrows Royal Ghost Electro Wizard
Arrows
Arrows
Arrows
Arrows Mother Witch
Arrows
Arrows
Arrows
Electro Wizard Lumberjack
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Electro Wizard
Arrows Mother Witch
Arrows
Arrows
Arrows Mother Witch
Arrows Royal Ghost Electro Wizard
Arrows
Arrows
Arrows Electro Wizard Mother Witch
Electro Wizard
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Electro Wizard
Arrows
Electro Wizard Lumberjack
Arrows
Arrows
Electro Wizard
Electro Wizard
Royal Ghost Electro Wizard

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