My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Electro Wizard 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.

Bomber Knight Baby Dragon Giant Skeleton Electro Wizard Magic Archer Lumberjack Lava Hound

Offensive cards

Win conditions

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

Lava Hound

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.

Missing

Dropped at the bridge

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

Knight Baby Dragon Giant Skeleton Magic Archer Lumberjack Lava Hound

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.

Giant Skeleton 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
Bomber Giant Skeleton Lava Hound
Giant Snowball
Bomber Baby Dragon Lumberjack Lava Hound
Zap
Bomber Lava Hound
Barbarian Barrel
Bomber Knight Giant Skeleton Electro Wizard Magic Archer Lumberjack
The Log
Bomber Giant Skeleton Lumberjack
Earthquake
Bomber
Arrows
Bomber Lava Hound
Royal Delivery
Bomber Knight Baby Dragon Giant Skeleton Electro Wizard Magic Archer Lumberjack Lava Hound
Fireball
Bomber Baby Dragon Electro Wizard Magic Archer Lumberjack Lava Hound
Poison
Bomber Electro Wizard Magic Archer Lava Hound
Lightning
Knight Baby Dragon Electro Wizard Magic Archer Lumberjack
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Baby Dragon Magic Archer

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.

Knight Baby Dragon 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.

Electro Wizard Lava Hound

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.

Bomber Knight Baby Dragon Electro Wizard Magic Archer Lumberjack Giant Skeleton Lava Hound

Shortest cycle

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

13 Bomber Knight Baby Dragon Electro Wizard

Attack Synergies 2 18

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.

Bomber
Knight Baby Dragon Giant Skeleton Lumberjack
Knight
Baby Dragon Bomber Electro Wizard Magic Archer Lumberjack
Baby Dragon
Knight Lava Hound Bomber Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton
Bomber Baby Dragon Electro Wizard Magic Archer Lumberjack
Electro Wizard
Knight Baby Dragon Giant Skeleton Magic Archer Lumberjack
Magic Archer
Knight Giant Skeleton Electro Wizard Lumberjack Lava Hound
Lumberjack
Bomber Knight Baby Dragon Giant Skeleton Electro Wizard Magic Archer Lava Hound
Lava Hound
Baby Dragon Magic Archer Lumberjack

Defense Synergies 3 11

Bomber
Knight Electro Wizard
Knight
Bomber Electro Wizard Magic Archer Baby Dragon Lumberjack
Baby Dragon
Knight Giant Skeleton Lumberjack
Giant Skeleton
Baby Dragon Electro Wizard Magic Archer Lumberjack
Electro Wizard
Knight Bomber Giant Skeleton Magic Archer Lumberjack
Magic Archer
Knight Giant Skeleton Electro Wizard Lumberjack
Lumberjack
Knight Baby Dragon Giant Skeleton Electro Wizard Magic Archer
Lava Hound

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.

Bomber Knight Baby Dragon Electro Wizard Magic Archer
Lumberjack Bomber Knight Electro Wizard
Lumberjack Bomber Knight Giant Skeleton Electro Wizard
Lumberjack Bomber Knight Electro Wizard
Bomber Giant Skeleton Lumberjack
Bomber Baby Dragon Electro Wizard Magic Archer Lumberjack
Electro Wizard Baby Dragon Magic Archer
Baby Dragon Giant Skeleton Electro Wizard Magic Archer
Lumberjack
Knight Bomber Giant Skeleton Electro Wizard Lumberjack
Electro Wizard Bomber Knight Baby Dragon Giant Skeleton Magic Archer Lumberjack
Baby Dragon Electro Wizard Magic Archer
Lumberjack Bomber Knight Giant Skeleton Electro Wizard
Bomber Baby Dragon Electro Wizard Magic Archer Lumberjack
Knight Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bomber Knight Electro Wizard Lumberjack
Bomber Knight Baby Dragon Electro Wizard Magic Archer Lumberjack
Baby Dragon Bomber Knight Giant Skeleton Electro Wizard Magic Archer Lumberjack
Electro Wizard Lumberjack
Bomber Knight Baby Dragon Giant Skeleton Electro Wizard Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Giant Skeleton Electro Wizard
Electro Wizard Bomber Knight Baby Dragon Magic Archer Lumberjack
Giant Skeleton Lumberjack Knight Electro Wizard
Giant Skeleton Lumberjack Knight Electro Wizard
Giant Skeleton Knight Lumberjack
Baby Dragon Electro Wizard Magic Archer
Knight Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Knight Lumberjack
Giant Skeleton Electro Wizard Knight Baby Dragon Magic Archer
Knight Giant Skeleton Lumberjack
Giant Skeleton Electro Wizard
Giant Skeleton Knight Lumberjack
Bomber Baby Dragon Magic Archer
Electro Wizard Bomber Knight Baby Dragon Giant Skeleton Magic Archer Lumberjack
Bomber Baby Dragon Giant Skeleton Electro Wizard Magic Archer

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 Knight Baby Dragon Giant Skeleton
Baby Dragon Electro Wizard Magic Archer
Baby Dragon Giant Skeleton Magic Archer
Knight Giant Skeleton
Bomber Baby Dragon Magic Archer
Baby Dragon Magic Archer
Bomber Baby Dragon Magic Archer
Baby Dragon Magic Archer
Electro Wizard Lumberjack
Knight Electro Wizard Magic Archer
Baby Dragon Magic Archer
Knight Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Bomber Baby Dragon Magic Archer
Magic Archer Baby Dragon
Bomber
Bomber Baby Dragon Electro Wizard Magic Archer
Bomber Baby Dragon Magic Archer
Baby Dragon Giant Skeleton Magic Archer
Baby Dragon
Bomber Baby Dragon Magic Archer
Baby Dragon Electro Wizard Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Electro Wizard Magic Archer
Electro Wizard
Bomber Magic Archer
Electro Wizard Magic Archer
Giant Skeleton
Magic Archer
Electro Wizard Magic Archer
Baby Dragon Electro Wizard Magic Archer
Knight Baby Dragon Electro Wizard Magic Archer Lumberjack
Bomber Baby Dragon Magic Archer
Giant Skeleton
Baby Dragon Giant Skeleton Electro Wizard Magic Archer
Electro Wizard Magic Archer
Baby Dragon Giant Skeleton Electro Wizard Magic Archer

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