My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Baby Dragon Night Witch

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.

Elixir Collector Baby Dragon Golem Lumberjack Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

Fireball

Punishments

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

Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Baby Dragon Golem 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.

Golem 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 Clone Night Witch
Giant Snowball
Guards Clone Baby Dragon Lumberjack Night Witch
Zap
Guards Clone Night Witch
Barbarian Barrel
Guards Clone Lumberjack Night Witch
The Log
Guards Clone Lumberjack
Earthquake
Elixir Collector Guards Clone
Arrows
Guards Clone Night Witch
Royal Delivery
Guards Clone Baby Dragon Lumberjack Night Witch
Fireball
Elixir Collector Clone Baby Dragon Lumberjack Night Witch
Poison
Elixir Collector Guards Clone Night Witch
Lightning
Elixir Collector Baby Dragon Lumberjack Night Witch
Rocket
Elixir Collector Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon

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.

Elixir Collector Guards Clone Baby Dragon Golem Night Witch

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.

Fireball

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.

Fireball

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.

Guards Clone Fireball Baby Dragon Lumberjack Night Witch Elixir Collector Golem

Shortest cycle

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

14 Guards Clone Fireball Baby Dragon

Attack Synergies 5 8

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.

Fireball
Golem Baby Dragon
Elixir Collector
Guards
Clone Lumberjack
Clone
Golem Night Witch Guards Baby Dragon Lumberjack
Baby Dragon
Golem Fireball Clone Lumberjack
Golem
Fireball Clone Baby Dragon Night Witch Lumberjack
Lumberjack
Guards Clone Baby Dragon Golem Night Witch
Night Witch
Clone Golem Lumberjack

Defense Synergies 0 4

Fireball
Lumberjack
Elixir Collector
Guards
Baby Dragon Lumberjack
Clone
Baby Dragon
Guards Lumberjack
Golem
Lumberjack
Fireball Guards Baby Dragon
Night Witch

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.

Fireball Baby Dragon
Lumberjack Night Witch
Lumberjack Night Witch
Lumberjack Night Witch Guards
Fireball Lumberjack
Fireball Guards Baby Dragon Lumberjack Night Witch
Fireball Baby Dragon Night Witch
Fireball Baby Dragon
Lumberjack Night Witch
Guards Lumberjack Night Witch
Guards Fireball Baby Dragon Lumberjack Night Witch
Fireball Baby Dragon Night Witch
Lumberjack Night Witch Fireball Guards
Fireball Guards Baby Dragon Lumberjack Night Witch
Lumberjack
Fireball Lumberjack
Fireball Lumberjack Night Witch
Fireball Guards Baby Dragon Lumberjack Night Witch
Baby Dragon Fireball Guards Lumberjack
Lumberjack
Fireball Guards Baby Dragon Lumberjack Night Witch

Counters to secondary win conditions

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

Guards Lumberjack Fireball
Fireball Baby Dragon Lumberjack
Guards Lumberjack
Guards Lumberjack Fireball Night Witch
Guards Lumberjack Night Witch
Fireball Baby Dragon
Guards Fireball Lumberjack Night Witch
Lumberjack
Fireball Baby Dragon
Guards
Guards Lumberjack
Fireball Guards
Fireball Guards Lumberjack Night Witch
Fireball Baby Dragon
Guards Fireball Baby Dragon Lumberjack Night Witch
Fireball Baby Dragon

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.)

Fireball Guards Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Guards
Fireball Baby Dragon
Fireball Baby Dragon
Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Guards Lumberjack Night Witch
Fireball
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Night Witch
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Night Witch
Fireball
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Night Witch
Fireball Guards
Fireball Night Witch
Fireball Night Witch
Fireball
Fireball
Fireball Guards Night Witch
Fireball Baby Dragon
Fireball
Fireball Baby Dragon Lumberjack
Fireball Baby Dragon
Fireball
Fireball Guards Baby Dragon
Fireball
Fireball Baby Dragon

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