My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Archers Baby Dragon 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.

Bomber Archers Giant Baby Dragon Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap

Punishments

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

Giant 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.

Fire Spirit Giant Baby Dragon 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.

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
Bomber Archers Giant
Giant Snowball
Fire Spirit Bomber Archers Baby Dragon Lumberjack
Zap
Fire Spirit Bomber Archers
Barbarian Barrel
Fire Spirit Bomber Archers Electro Wizard Lumberjack
The Log
Fire Spirit Bomber Archers Lumberjack
Earthquake
Bomber Archers
Arrows
Fire Spirit Bomber Archers
Royal Delivery
Fire Spirit Bomber Archers Baby Dragon Electro Wizard Lumberjack
Fireball
Bomber Archers Baby Dragon Electro Wizard Lumberjack
Poison
Bomber Archers Electro Wizard
Lightning
Baby Dragon Electro Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Baby Dragon

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.

Fire Spirit 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.

Fire Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Bomber Zap Archers Baby Dragon Electro Wizard Lumberjack Giant

Shortest cycle

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

8 Fire Spirit Bomber Zap Archers

Attack Synergies 3 19

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.

Fire Spirit
Zap Giant Baby Dragon Lumberjack
Bomber
Giant Zap Baby Dragon Lumberjack
Zap
Giant Electro Wizard Fire Spirit Bomber Archers Baby Dragon Lumberjack
Archers
Zap Giant Baby Dragon Lumberjack
Giant
Bomber Zap Fire Spirit Archers Baby Dragon Electro Wizard Lumberjack
Baby Dragon
Fire Spirit Bomber Zap Archers Giant Electro Wizard Lumberjack
Electro Wizard
Zap Giant Baby Dragon Lumberjack
Lumberjack
Fire Spirit Bomber Zap Archers Giant Baby Dragon Electro Wizard

Defense Synergies 1 12

Fire Spirit
Zap Electro Wizard
Bomber
Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Bomber Archers Baby Dragon Lumberjack
Archers
Zap Baby Dragon Electro Wizard Lumberjack
Giant
Baby Dragon
Zap Archers Lumberjack
Electro Wizard
Zap Fire Spirit Bomber Archers Lumberjack
Lumberjack
Zap Archers Baby Dragon 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.

Bomber Zap Baby Dragon Electro Wizard
Lumberjack Bomber Zap Electro Wizard
Lumberjack Fire Spirit Bomber Archers Electro Wizard
Lumberjack Bomber Electro Wizard
Bomber Lumberjack
Fire Spirit Bomber Zap Archers Baby Dragon Electro Wizard Lumberjack
Electro Wizard Fire Spirit Zap Archers Baby Dragon
Zap Baby Dragon Electro Wizard
Lumberjack
Fire Spirit Bomber Archers Electro Wizard Lumberjack
Archers Electro Wizard Bomber Zap Baby Dragon Lumberjack
Zap Archers Baby Dragon Electro Wizard
Lumberjack Fire Spirit Bomber Zap Electro Wizard
Fire Spirit Bomber Zap Baby Dragon Electro Wizard Lumberjack
Electro Wizard Lumberjack
Zap Electro Wizard Lumberjack
Bomber Electro Wizard Lumberjack
Fire Spirit Bomber Zap Archers Baby Dragon Electro Wizard Lumberjack
Zap Baby Dragon Fire Spirit Bomber Archers Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bomber Fire Spirit Archers Baby Dragon Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Archers Electro Wizard
Electro Wizard Bomber Zap Archers Baby Dragon Lumberjack
Lumberjack Zap Electro Wizard
Lumberjack Zap Electro Wizard
Lumberjack
Fire Spirit Zap Archers Baby Dragon Electro Wizard
Archers Electro Wizard Lumberjack
Lumberjack
Zap Electro Wizard Baby Dragon
Lumberjack
Zap Electro Wizard
Lumberjack
Bomber Archers Baby Dragon
Electro Wizard Bomber Zap Archers Baby Dragon Lumberjack
Bomber Zap Archers Baby Dragon 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.)

Baby Dragon
Zap Baby Dragon Electro Wizard
Baby Dragon
Bomber Fire Spirit Zap Baby Dragon
Fire Spirit Zap Baby Dragon
Fire Spirit Bomber Archers Baby Dragon
Fire Spirit Zap Baby Dragon
Zap
Fire Spirit Electro Wizard Lumberjack
Zap Electro Wizard
Fire Spirit Zap Archers Baby Dragon
Fire Spirit Baby Dragon
Baby Dragon
Zap Baby Dragon
Bomber Zap Baby Dragon
Baby Dragon
Bomber
Fire Spirit Bomber Zap Archers Baby Dragon Electro Wizard
Fire Spirit Bomber Zap Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Fire Spirit Bomber Baby Dragon
Zap Baby Dragon Electro Wizard
Zap Baby Dragon
Zap Baby Dragon
Fire Spirit Zap Archers Baby Dragon Electro Wizard
Zap Electro Wizard
Bomber Zap
Zap Electro Wizard
Zap Electro Wizard Fire Spirit Archers
Fire Spirit Zap Archers Baby Dragon Electro Wizard
Baby Dragon Electro Wizard Lumberjack
Bomber Zap Baby Dragon
Zap
Zap Baby Dragon Electro Wizard
Zap Electro Wizard
Zap Baby Dragon Electro Wizard

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