My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Furnace Baby Dragon Electro Wizard

Defensive buildings

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

Furnace

Investments

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

Knight Furnace Baby Dragon 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.

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.

Knight Baby Dragon 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
Guards Balloon
Giant Snowball
Furnace Guards Baby Dragon Balloon Lumberjack
Zap
Furnace Guards Balloon
Barbarian Barrel
Knight Furnace Guards Electro Wizard Lumberjack
The Log
Furnace Guards Lumberjack
Earthquake
Furnace Guards
Arrows
Furnace Guards
Royal Delivery
Knight Guards Baby Dragon Balloon Electro Wizard Lumberjack
Fireball
Furnace Baby Dragon Balloon Electro Wizard Lumberjack
Poison
Furnace Guards Balloon Electro Wizard
Lightning
Knight Furnace Baby Dragon Balloon Electro Wizard Lumberjack
Rocket
Furnace Balloon

Against air swarms

Spells and units that can counter air swarms.

Furnace Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Furnace Baby Dragon The Log

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.

Knight Guards Baby Dragon

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.

Furnace 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.

The Log Knight Guards Furnace Baby Dragon Electro Wizard Lumberjack Balloon

Shortest cycle

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

12 The Log Knight Guards Furnace

Attack Synergies 3 15

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.

Knight
Baby Dragon Balloon Furnace The Log Electro Wizard Lumberjack
Furnace
Knight Baby Dragon Balloon
Guards
The Log Lumberjack
Baby Dragon
Knight Furnace Balloon Electro Wizard Lumberjack
Balloon
Knight Lumberjack Furnace Baby Dragon The Log Electro Wizard
The Log
Knight Guards Balloon Lumberjack
Electro Wizard
Knight Baby Dragon Balloon Lumberjack
Lumberjack
Balloon Knight Guards Baby Dragon The Log Electro Wizard

Defense Synergies 1 17

Knight
Electro Wizard Furnace Baby Dragon The Log Lumberjack
Furnace
Knight Guards Baby Dragon Electro Wizard Lumberjack
Guards
Furnace Baby Dragon The Log Electro Wizard Lumberjack
Baby Dragon
Knight Furnace Guards The Log Lumberjack
Balloon
The Log
Knight Guards Baby Dragon Electro Wizard Lumberjack
Electro Wizard
Knight Furnace Guards The Log Lumberjack
Lumberjack
Knight Furnace Guards Baby Dragon 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.

Knight Baby Dragon The Log Electro Wizard
Lumberjack Knight Furnace The Log Electro Wizard
Furnace Lumberjack Knight Electro Wizard
Lumberjack Knight Furnace Guards Electro Wizard
The Log Lumberjack
The Log Furnace Guards Baby Dragon Electro Wizard Lumberjack
Furnace Electro Wizard Baby Dragon
Baby Dragon The Log Electro Wizard
Furnace Lumberjack
Knight Guards Electro Wizard Lumberjack
Guards Electro Wizard Knight Furnace Baby Dragon The Log Lumberjack
Furnace Baby Dragon Electro Wizard
Furnace Lumberjack Knight Guards The Log Electro Wizard
Furnace Guards Baby Dragon The Log Electro Wizard Lumberjack
Knight Furnace Electro Wizard Lumberjack
Furnace The Log Electro Wizard Lumberjack
Knight Furnace Electro Wizard Lumberjack
Knight Furnace Guards Baby Dragon The Log Electro Wizard Lumberjack
Furnace Baby Dragon The Log Knight Guards Electro Wizard Lumberjack
Electro Wizard Lumberjack
Knight Furnace Guards Baby Dragon The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Knight Guards Lumberjack Furnace Electro Wizard
Electro Wizard Knight Baby Dragon The Log Lumberjack
Guards Lumberjack Knight Furnace The Log Electro Wizard
Guards Lumberjack Knight The Log Electro Wizard
Knight Guards Lumberjack
Furnace Baby Dragon Electro Wizard
Guards Knight Furnace Electro Wizard Lumberjack
Knight Lumberjack
Electro Wizard Knight Baby Dragon The Log
Guards
Knight Guards Lumberjack
Guards The Log Electro Wizard
Knight Guards Lumberjack
Furnace Baby Dragon
Guards Electro Wizard Knight Furnace Baby Dragon The Log Lumberjack
Baby Dragon 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.)

Knight Guards Baby Dragon The Log
Baby Dragon The Log Electro Wizard
Baby Dragon The Log
Knight Guards The Log
Furnace Baby Dragon The Log
Furnace Baby Dragon
Furnace Baby Dragon The Log
The Log Baby Dragon
The Log
Guards Electro Wizard Lumberjack
Knight The Log Electro Wizard
Baby Dragon
Knight Baby Dragon The Log
Baby Dragon
Furnace Baby Dragon The Log
Furnace Baby Dragon The Log
Furnace Baby Dragon The Log
Baby Dragon The Log Electro Wizard
Baby Dragon The Log
Baby Dragon The Log
The Log
Baby Dragon The Log
The Log Furnace Baby Dragon
The Log Baby Dragon Electro Wizard
Baby Dragon The Log
Baby Dragon The Log
Furnace Baby Dragon Electro Wizard
Electro Wizard Guards
The Log
Electro Wizard
The Log
Electro Wizard Guards
Baby Dragon Electro Wizard
The Log
Knight Baby Dragon Electro Wizard Lumberjack
The Log Baby Dragon
Guards Baby Dragon The Log Electro Wizard
Electro Wizard
Baby Dragon The Log Electro Wizard

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