My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
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.

Ice Wizard Electro Wizard Inferno Dragon Magic Archer

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 Electro Wizard Inferno Dragon Magic Archer Lumberjack Sparky Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rage

Punishments

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

Lumberjack Mega Knight

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.

Magic Archer Lumberjack Mega Knight

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

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.

Rage Ice Wizard Inferno Dragon Sparky Mega Knight

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.

Rage Ice Wizard Electro Wizard Inferno Dragon Magic Archer Lumberjack Sparky Mega Knight

Shortest cycle

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

13 Rage Ice Wizard Electro Wizard Inferno Dragon

Attack Synergies 2 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.

Rage
Sparky Electro Wizard
Ice Wizard
Lumberjack
Electro Wizard
Rage Magic Archer Lumberjack Sparky Mega Knight
Inferno Dragon
Mega Knight
Magic Archer
Electro Wizard Lumberjack Mega Knight
Lumberjack
Ice Wizard Electro Wizard Magic Archer Sparky Mega Knight
Sparky
Rage Electro Wizard Lumberjack
Mega Knight
Inferno Dragon Electro Wizard Magic Archer Lumberjack

Defense Synergies 0 10

Rage
Ice Wizard
Inferno Dragon Lumberjack Mega Knight
Electro Wizard
Inferno Dragon Magic Archer Lumberjack Mega Knight
Inferno Dragon
Ice Wizard Electro Wizard Mega Knight
Magic Archer
Electro Wizard Lumberjack Mega Knight
Lumberjack
Ice Wizard Electro Wizard Magic Archer
Sparky
Mega Knight
Ice Wizard Electro Wizard Inferno Dragon Magic Archer

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 Sparky
Inferno Dragon Lumberjack Sparky Ice Wizard Electro Wizard Mega Knight
Lumberjack Sparky Mega Knight Ice Wizard Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Sparky Ice Wizard Electro Wizard Mega Knight
Lumberjack Sparky Mega Knight
Ice Wizard Electro Wizard Magic Archer Lumberjack Mega Knight
Electro Wizard Inferno Dragon Ice Wizard Magic Archer
Electro Wizard Magic Archer Sparky Mega Knight
Inferno Dragon Sparky Ice Wizard Lumberjack
Ice Wizard Electro Wizard Lumberjack Sparky Mega Knight
Ice Wizard Electro Wizard Magic Archer Lumberjack Mega Knight
Inferno Dragon Ice Wizard Electro Wizard Magic Archer
Lumberjack Sparky Mega Knight Ice Wizard Electro Wizard
Sparky Mega Knight Electro Wizard Magic Archer Lumberjack
Inferno Dragon Sparky Electro Wizard Lumberjack Mega Knight
Electro Wizard Inferno Dragon Lumberjack Sparky Mega Knight
Sparky Mega Knight Electro Wizard Lumberjack
Mega Knight Ice Wizard Electro Wizard Magic Archer Lumberjack
Ice Wizard Electro Wizard Inferno Dragon Magic Archer Lumberjack Mega Knight
Sparky Electro Wizard Inferno Dragon Lumberjack
Mega Knight Electro Wizard Lumberjack Sparky

Counters to secondary win conditions

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

Lumberjack Mega Knight Electro Wizard Sparky
Electro Wizard Inferno Dragon Magic Archer Lumberjack Mega Knight
Lumberjack Mega Knight Electro Wizard Sparky
Lumberjack Mega Knight Electro Wizard Sparky
Inferno Dragon Lumberjack Sparky Mega Knight
Ice Wizard Electro Wizard Magic Archer
Sparky Ice Wizard Electro Wizard Lumberjack
Mega Knight Inferno Dragon Lumberjack Sparky
Electro Wizard Mega Knight Inferno Dragon Magic Archer Sparky
Inferno Dragon Sparky
Inferno Dragon Mega Knight Lumberjack Sparky
Mega Knight Electro Wizard
Mega Knight Lumberjack Sparky
Magic Archer Sparky Mega Knight
Electro Wizard Sparky Inferno Dragon Magic Archer Lumberjack
Mega Knight Ice Wizard 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 Sparky
Ice Wizard Electro Wizard Magic Archer
Magic Archer Sparky
Sparky
Magic Archer Sparky Mega Knight
Ice Wizard Magic Archer
Magic Archer Sparky
Ice Wizard Magic Archer
Electro Wizard Lumberjack Sparky
Electro Wizard Magic Archer Sparky
Magic Archer
Magic Archer Sparky
Magic Archer
Magic Archer Sparky
Magic Archer Sparky
Magic Archer Sparky Mega Knight
Sparky
Sparky
Electro Wizard Magic Archer Sparky Mega Knight
Magic Archer Mega Knight
Magic Archer Sparky Mega Knight
Sparky
Ice Wizard Magic Archer Sparky Mega Knight
Inferno Dragon
Ice Wizard Electro Wizard Magic Archer Sparky
Magic Archer Sparky Mega Knight
Magic Archer Sparky
Ice Wizard Electro Wizard Magic Archer Sparky
Electro Wizard
Sparky
Magic Archer Sparky Mega Knight
Electro Wizard Magic Archer Sparky
Sparky Mega Knight
Magic Archer Sparky
Electro Wizard Magic Archer
Ice Wizard Electro Wizard Magic Archer
Electro Wizard Magic Archer Lumberjack Sparky Mega Knight
Magic Archer
Sparky
Sparky Mega Knight
Electro Wizard Magic Archer Sparky
Electro Wizard Magic Archer
Electro Wizard Magic Archer Sparky Mega Knight

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