My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Firecracker

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. 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!
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.

Wizard Electro Wizard 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.

Wizard Elixir Collector Golem Electro Wizard 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.

Missing

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.

Elixir Collector

Dropped at the bridge

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

Battle Healer 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 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
Skeleton Army Night Witch
Giant Snowball
Skeleton Army Lumberjack Night Witch
Zap
Skeleton Army Night Witch
Barbarian Barrel
Wizard Skeleton Army Electro Wizard Lumberjack Night Witch
The Log
Skeleton Army Lumberjack
Earthquake
Elixir Collector Skeleton Army
Arrows
Skeleton Army Night Witch
Royal Delivery
Battle Healer Wizard Skeleton Army Electro Wizard Lumberjack Night Witch
Fireball
Battle Healer Wizard Elixir Collector Skeleton Army Electro Wizard Lumberjack Night Witch
Poison
Battle Healer Wizard Elixir Collector Skeleton Army Electro Wizard Night Witch
Lightning
Battle Healer Wizard Elixir Collector Electro Wizard Lumberjack Night Witch
Rocket
Battle Healer Wizard Elixir Collector Night Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Battle Healer Elixir Collector Skeleton Army 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.

Skeleton Army

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.

Wizard 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.

Skeleton Army Battle Healer Electro Wizard Lumberjack Night Witch Wizard Elixir Collector Golem

Shortest cycle

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

15 Skeleton Army Battle Healer Electro Wizard Lumberjack

Attack Synergies 1 10

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.

Battle Healer
Golem Electro Wizard Lumberjack Night Witch
Wizard
Golem Lumberjack
Elixir Collector
Skeleton Army
Golem
Night Witch Battle Healer Wizard Electro Wizard Lumberjack
Electro Wizard
Battle Healer Golem Lumberjack
Lumberjack
Battle Healer Wizard Golem Electro Wizard Night Witch
Night Witch
Golem Battle Healer Lumberjack

Defense Synergies 0 10

Battle Healer
Electro Wizard Lumberjack Night Witch
Wizard
Skeleton Army Electro Wizard Lumberjack
Elixir Collector
Skeleton Army
Wizard Electro Wizard Lumberjack
Golem
Electro Wizard
Battle Healer Wizard Skeleton Army Lumberjack Night Witch
Lumberjack
Battle Healer Wizard Skeleton Army Electro Wizard
Night Witch
Battle Healer 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.

Wizard Electro Wizard
Skeleton Army Lumberjack Battle Healer Electro Wizard Night Witch
Skeleton Army Lumberjack Electro Wizard Night Witch
Skeleton Army Lumberjack Night Witch Electro Wizard
Battle Healer Skeleton Army Lumberjack
Skeleton Army Electro Wizard Lumberjack Night Witch
Electro Wizard Wizard Night Witch
Battle Healer Electro Wizard
Skeleton Army Lumberjack Night Witch
Skeleton Army Battle Healer Electro Wizard Lumberjack Night Witch
Skeleton Army Electro Wizard Wizard Lumberjack Night Witch
Wizard Electro Wizard Night Witch
Skeleton Army Lumberjack Night Witch Battle Healer Wizard Electro Wizard
Wizard Skeleton Army Electro Wizard Lumberjack Night Witch
Skeleton Army Electro Wizard Lumberjack
Skeleton Army Electro Wizard Lumberjack
Wizard Skeleton Army Electro Wizard Lumberjack Night Witch
Battle Healer Wizard Skeleton Army Electro Wizard Lumberjack Night Witch
Wizard Battle Healer Electro Wizard Lumberjack
Electro Wizard Lumberjack
Wizard Skeleton Army Battle Healer Electro Wizard Lumberjack Night Witch

Counters to secondary win conditions

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

Skeleton Army Lumberjack Battle Healer Electro Wizard
Electro Wizard Battle Healer Wizard Lumberjack
Skeleton Army Lumberjack Battle Healer Electro Wizard
Skeleton Army Lumberjack Battle Healer Electro Wizard Night Witch
Battle Healer Skeleton Army Lumberjack Night Witch
Wizard Electro Wizard
Skeleton Army Battle Healer Electro Wizard Lumberjack Night Witch
Battle Healer Skeleton Army Lumberjack
Electro Wizard Skeleton Army
Skeleton Army
Lumberjack
Skeleton Army Electro Wizard
Skeleton Army Wizard Lumberjack Night Witch
Wizard Skeleton Army
Skeleton Army Electro Wizard Battle Healer Lumberjack Night Witch
Battle Healer Wizard 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.)

Electro Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Electro Wizard Lumberjack Night Witch
Wizard Electro Wizard
Wizard
Wizard
Wizard
Night Witch
Wizard Electro Wizard
Wizard
Night Witch
Wizard
Wizard
Wizard Electro Wizard
Wizard
Wizard Electro Wizard Night Witch
Electro Wizard Wizard
Night Witch
Wizard Night Witch
Electro Wizard
Wizard
Electro Wizard Skeleton Army Night Witch
Wizard Electro Wizard
Wizard Electro Wizard Lumberjack
Wizard
Electro Wizard
Electro Wizard
Electro Wizard

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