My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Electro Wizard Inferno Dragon Magic Archer Ram Rider

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.

Ice Wizard Royal Ghost Electro Wizard Inferno Dragon Magic Archer Lumberjack Ram Rider Sparky

Offensive cards

Win conditions

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

Ram Rider

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.

Royal Ghost Lumberjack Ram Rider

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.

Royal Ghost Magic Archer Lumberjack Ram Rider

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.

Royal Ghost Electro Wizard Magic Archer Lumberjack Ram Rider

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
Inferno Dragon Ram Rider Sparky
Giant Snowball
Inferno Dragon Lumberjack Ram Rider
Zap
Inferno Dragon Ram Rider Sparky
Barbarian Barrel
Ice Wizard Royal Ghost Electro Wizard Magic Archer Lumberjack Sparky
The Log
Lumberjack Ram Rider Sparky
Earthquake
Arrows
Royal Delivery
Ice Wizard Royal Ghost Electro Wizard Inferno Dragon Magic Archer Lumberjack Ram Rider Sparky
Fireball
Ice Wizard Electro Wizard Inferno Dragon Magic Archer Lumberjack Ram Rider Sparky
Poison
Ice Wizard Electro Wizard Magic Archer Sparky
Lightning
Ice Wizard Electro Wizard Inferno Dragon Magic Archer Lumberjack Ram Rider Sparky
Rocket
Inferno Dragon Magic Archer Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Wizard Royal Ghost Magic Archer Sparky

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.

Ice Wizard Royal Ghost Inferno Dragon Sparky

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.

Ice 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.

Ice Wizard Royal Ghost Electro Wizard Inferno Dragon Magic Archer Lumberjack Ram Rider Sparky

Shortest cycle

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

14 Ice Wizard Royal Ghost Electro Wizard Inferno Dragon

Attack Synergies 1 13

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.

Ice Wizard
Lumberjack Ram Rider
Royal Ghost
Electro Wizard Magic Archer Lumberjack Ram Rider
Electro Wizard
Royal Ghost Magic Archer Lumberjack Ram Rider Sparky
Inferno Dragon
Magic Archer
Ram Rider Royal Ghost Electro Wizard Lumberjack
Lumberjack
Ice Wizard Royal Ghost Electro Wizard Magic Archer Ram Rider Sparky
Ram Rider
Magic Archer Ice Wizard Royal Ghost Electro Wizard Lumberjack
Sparky
Electro Wizard Lumberjack

Defense Synergies 0 10

Ice Wizard
Inferno Dragon Lumberjack
Royal Ghost
Electro Wizard
Electro Wizard
Royal Ghost Inferno Dragon Magic Archer Lumberjack Ram Rider
Inferno Dragon
Ice Wizard Electro Wizard
Magic Archer
Electro Wizard Lumberjack Ram Rider
Lumberjack
Ice Wizard Electro Wizard Magic Archer Ram Rider
Ram Rider
Electro Wizard Magic Archer Lumberjack
Sparky

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.

Electro Wizard Magic Archer Ram Rider Sparky
Inferno Dragon Lumberjack Sparky Ice Wizard Electro Wizard Ram Rider
Lumberjack Ram Rider Sparky Ice Wizard Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Sparky Ice Wizard Electro Wizard Ram Rider
Lumberjack Sparky
Ice Wizard Royal Ghost Electro Wizard Magic Archer Lumberjack
Electro Wizard Inferno Dragon Ram Rider Ice Wizard Magic Archer
Electro Wizard Magic Archer Ram Rider Sparky
Inferno Dragon Sparky Ice Wizard Lumberjack
Ice Wizard Royal Ghost Electro Wizard Lumberjack Sparky
Ice Wizard Electro Wizard Royal Ghost Magic Archer Lumberjack Ram Rider
Inferno Dragon Ice Wizard Electro Wizard Magic Archer Ram Rider
Lumberjack Sparky Ice Wizard Electro Wizard Ram Rider
Sparky Royal Ghost Electro Wizard Magic Archer Lumberjack
Inferno Dragon Sparky Electro Wizard Lumberjack Ram Rider
Electro Wizard Inferno Dragon Lumberjack Ram Rider Sparky
Sparky Electro Wizard Lumberjack
Ice Wizard Royal Ghost Electro Wizard Magic Archer Lumberjack Ram Rider
Ice Wizard Royal Ghost Electro Wizard Inferno Dragon Magic Archer Lumberjack Ram Rider
Sparky Electro Wizard Inferno Dragon Lumberjack Ram Rider
Royal Ghost Electro Wizard Lumberjack Sparky

Counters to secondary win conditions

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

Lumberjack Royal Ghost Electro Wizard Sparky
Electro Wizard Royal Ghost Inferno Dragon Magic Archer Lumberjack
Lumberjack Electro Wizard Ram Rider Sparky
Lumberjack Electro Wizard Ram Rider Sparky
Inferno Dragon Lumberjack Ram Rider Sparky
Ice Wizard Electro Wizard Magic Archer Ram Rider
Sparky Ice Wizard Electro Wizard Lumberjack Ram Rider
Inferno Dragon Lumberjack Sparky
Electro Wizard Inferno Dragon Magic Archer Sparky
Inferno Dragon Sparky
Inferno Dragon Lumberjack Sparky
Electro Wizard
Lumberjack Ram Rider Sparky
Magic Archer Sparky
Electro Wizard Sparky Inferno Dragon Magic Archer Lumberjack
Ice Wizard Royal Ghost Electro Wizard Inferno Dragon Magic Archer Sparky

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.)

Magic Archer Royal Ghost Sparky
Ice Wizard Royal Ghost Electro Wizard Magic Archer Ram Rider
Magic Archer Sparky
Sparky
Magic Archer Sparky
Ice Wizard Magic Archer Ram Rider
Magic Archer Sparky
Ice Wizard Magic Archer Ram Rider
Ram Rider
Electro Wizard Lumberjack Sparky
Electro Wizard Magic Archer Ram Rider Sparky
Magic Archer
Magic Archer Sparky
Magic Archer
Magic Archer Sparky
Magic Archer Sparky
Magic Archer Sparky
Sparky
Sparky
Electro Wizard Magic Archer Sparky
Magic Archer
Magic Archer Sparky
Sparky
Ice Wizard Magic Archer Sparky
Inferno Dragon
Ice Wizard Royal Ghost Electro Wizard Magic Archer Ram Rider Sparky
Magic Archer Ram Rider Sparky
Magic Archer Sparky
Ice Wizard Electro Wizard Magic Archer Sparky
Electro Wizard
Sparky
Magic Archer Sparky
Electro Wizard Magic Archer Sparky
Sparky
Magic Archer Sparky
Electro Wizard Magic Archer
Ice Wizard Electro Wizard Magic Archer Ram Rider
Electro Wizard Magic Archer Lumberjack Sparky
Magic Archer
Sparky
Sparky
Electro Wizard Magic Archer Sparky
Electro Wizard Magic Archer
Royal Ghost Electro Wizard Magic Archer Sparky

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