My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit 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.

Balloon Giant Skeleton 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 Tornado

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Tornado

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 Clone Tornado Giant Skeleton

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Clone Tornado Electro Wizard Lumberjack Balloon Giant Skeleton

Shortest cycle

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

9 Fire Spirit Zap Clone Tornado

Attack Synergies 6 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.

Fire Spirit
Zap Balloon Giant Skeleton Lumberjack
Zap
Tornado Balloon Electro Wizard Fire Spirit Giant Skeleton Lumberjack
Clone
Balloon Giant Skeleton Electro Wizard Lumberjack
Tornado
Zap Balloon Giant Skeleton
Balloon
Zap Clone Lumberjack Fire Spirit Tornado Giant Skeleton Electro Wizard
Giant Skeleton
Clone Fire Spirit Zap Tornado Balloon Electro Wizard Lumberjack
Electro Wizard
Zap Clone Balloon Giant Skeleton Lumberjack
Lumberjack
Balloon Fire Spirit Zap Clone Giant Skeleton Electro Wizard

Defense Synergies 1 12

Fire Spirit
Zap Tornado Giant Skeleton Electro Wizard
Zap
Electro Wizard Fire Spirit Tornado Giant Skeleton Lumberjack
Clone
Tornado
Fire Spirit Zap Giant Skeleton Electro Wizard
Balloon
Giant Skeleton
Fire Spirit Zap Tornado Electro Wizard Lumberjack
Electro Wizard
Zap Fire Spirit Tornado Giant Skeleton Lumberjack
Lumberjack
Zap Giant Skeleton 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 Electro Wizard
Lumberjack Zap Electro Wizard
Tornado Lumberjack Fire Spirit Giant Skeleton Electro Wizard
Lumberjack Electro Wizard
Tornado Giant Skeleton Lumberjack
Tornado Fire Spirit Zap Electro Wizard Lumberjack
Tornado Electro Wizard Fire Spirit Zap
Zap Giant Skeleton Electro Wizard
Tornado Lumberjack
Tornado Fire Spirit Giant Skeleton Electro Wizard Lumberjack
Electro Wizard Zap Tornado Giant Skeleton Lumberjack
Zap Tornado Electro Wizard
Lumberjack Fire Spirit Zap Giant Skeleton Electro Wizard
Fire Spirit Zap Tornado Electro Wizard Lumberjack
Electro Wizard Lumberjack
Tornado Zap Electro Wizard Lumberjack
Tornado Electro Wizard Lumberjack
Fire Spirit Zap Tornado Electro Wizard Lumberjack
Zap Tornado Fire Spirit Giant Skeleton Electro Wizard Lumberjack
Tornado Electro Wizard Lumberjack
Fire Spirit Giant Skeleton Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Giant Skeleton Electro Wizard
Electro Wizard Zap Lumberjack
Giant Skeleton Lumberjack Zap Electro Wizard
Giant Skeleton Lumberjack Zap Tornado Electro Wizard
Giant Skeleton Lumberjack
Fire Spirit Zap Tornado Electro Wizard
Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Lumberjack
Zap Giant Skeleton Electro Wizard Tornado
Giant Skeleton Lumberjack
Zap Tornado Giant Skeleton Electro Wizard
Giant Skeleton Lumberjack
Electro Wizard Zap Tornado Giant Skeleton Lumberjack
Zap Giant Skeleton 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.)

Giant Skeleton
Zap Tornado Electro Wizard
Giant Skeleton
Giant Skeleton
Fire Spirit Zap
Fire Spirit Zap Tornado
Fire Spirit Tornado
Fire Spirit Zap Tornado
Zap Tornado
Fire Spirit Tornado Electro Wizard Lumberjack
Zap Tornado Electro Wizard
Fire Spirit Zap Tornado
Fire Spirit
Zap
Zap
Tornado
Fire Spirit Zap Electro Wizard
Fire Spirit Zap Tornado
Giant Skeleton
Tornado
Tornado
Zap
Zap Tornado Fire Spirit
Zap Tornado Electro Wizard
Zap Tornado
Zap Tornado
Fire Spirit Zap Tornado Electro Wizard
Zap Electro Wizard
Zap
Zap Electro Wizard
Giant Skeleton
Zap Electro Wizard Fire Spirit
Fire Spirit Zap Tornado Electro Wizard
Electro Wizard Lumberjack
Zap
Zap Tornado Giant Skeleton
Zap Tornado Giant Skeleton Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Giant Skeleton Electro Wizard

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