My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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 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.

Firecracker Ice Wizard 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.

Firecracker Dark Prince Ice Wizard Bandit Electro Wizard Magic Archer Lumberjack

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.

The Log

Punishments

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

Dark Prince Bandit 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.

Dark Prince Bandit Magic Archer 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.

Firecracker Dark Prince Bandit 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
Dark Prince Bandit
Giant Snowball
Lumberjack
Zap
Firecracker Dark Prince Bandit
Barbarian Barrel
Firecracker Dark Prince Ice Wizard Bandit Electro Wizard Magic Archer Lumberjack
The Log
Firecracker Dark Prince Bandit Lumberjack
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Dark Prince Ice Wizard Bandit Electro Wizard Magic Archer Lumberjack
Fireball
Firecracker Ice Wizard Bandit Electro Wizard Magic Archer Lumberjack
Poison
Firecracker Ice Wizard Electro Wizard Magic Archer
Lightning
Dark Prince Ice Wizard Bandit Electro Wizard Magic Archer Lumberjack
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Dark Prince The Log Ice Wizard Magic Archer

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.

Dark Prince Ice Wizard

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.

The Log Firecracker Ice Wizard Bandit Dark Prince Electro Wizard Magic Archer Lumberjack

Shortest cycle

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

11 The Log Firecracker Ice Wizard Bandit

Attack Synergies 0 19

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.

Firecracker
Dark Prince Bandit Lumberjack
Dark Prince
Firecracker Ice Wizard Bandit Electro Wizard Magic Archer Lumberjack
The Log
Bandit Magic Archer Lumberjack
Ice Wizard
Dark Prince Bandit Lumberjack
Bandit
Firecracker Dark Prince The Log Ice Wizard Electro Wizard Magic Archer Lumberjack
Electro Wizard
Dark Prince Bandit Magic Archer Lumberjack
Magic Archer
Dark Prince The Log Bandit Electro Wizard Lumberjack
Lumberjack
Firecracker Dark Prince The Log Ice Wizard Bandit Electro Wizard Magic Archer

Defense Synergies 1 23

Firecracker
The Log Dark Prince Ice Wizard Bandit Electro Wizard Lumberjack
Dark Prince
Firecracker The Log Ice Wizard Bandit Electro Wizard Magic Archer
The Log
Firecracker Dark Prince Ice Wizard Bandit Electro Wizard Magic Archer Lumberjack
Ice Wizard
Firecracker Dark Prince The Log Bandit Lumberjack
Bandit
Firecracker Dark Prince The Log Ice Wizard Electro Wizard Magic Archer Lumberjack
Electro Wizard
Firecracker Dark Prince The Log Bandit Magic Archer Lumberjack
Magic Archer
Dark Prince The Log Bandit Electro Wizard Lumberjack
Lumberjack
Firecracker The Log Ice Wizard Bandit Electro Wizard 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.

Firecracker The Log Electro Wizard Magic Archer
Lumberjack Firecracker Dark Prince The Log Ice Wizard Bandit Electro Wizard
Lumberjack Dark Prince Ice Wizard Bandit Electro Wizard
Lumberjack Firecracker Dark Prince Ice Wizard Bandit Electro Wizard
Firecracker Dark Prince The Log Lumberjack
The Log Firecracker Dark Prince Ice Wizard Bandit Electro Wizard Magic Archer Lumberjack
Electro Wizard Firecracker Ice Wizard Magic Archer
The Log Bandit Electro Wizard Magic Archer
Ice Wizard Lumberjack
Firecracker Dark Prince Ice Wizard Bandit Electro Wizard Lumberjack
Ice Wizard Electro Wizard Firecracker Dark Prince The Log Bandit Magic Archer Lumberjack
Firecracker Ice Wizard Electro Wizard Magic Archer
Lumberjack Dark Prince The Log Ice Wizard Bandit Electro Wizard
Firecracker Dark Prince The Log Electro Wizard Magic Archer Lumberjack
Bandit Electro Wizard Lumberjack
The Log Bandit Electro Wizard Lumberjack
Firecracker Dark Prince Electro Wizard Lumberjack
Firecracker Dark Prince The Log Ice Wizard Bandit Electro Wizard Magic Archer Lumberjack
The Log Firecracker Dark Prince Ice Wizard Bandit Electro Wizard Magic Archer Lumberjack
Electro Wizard Lumberjack
Dark Prince Firecracker The Log Bandit Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Dark Prince Bandit Electro Wizard
Bandit Electro Wizard Firecracker The Log Magic Archer Lumberjack
Bandit Lumberjack Dark Prince The Log Electro Wizard
Dark Prince Lumberjack The Log Bandit Electro Wizard
Dark Prince Bandit Lumberjack
Firecracker Ice Wizard Electro Wizard Magic Archer
Dark Prince Ice Wizard Bandit Electro Wizard Lumberjack
Dark Prince Lumberjack
Electro Wizard Firecracker Dark Prince The Log Bandit Magic Archer
Dark Prince Lumberjack
Dark Prince The Log Electro Wizard
Dark Prince Bandit Lumberjack
Firecracker Magic Archer
Electro Wizard Firecracker Dark Prince The Log Magic Archer Lumberjack
Firecracker Dark Prince The Log Ice Wizard 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 Firecracker The Log Bandit
Firecracker The Log Ice Wizard Bandit Electro Wizard Magic Archer
The Log Bandit Magic Archer
Firecracker Dark Prince The Log
Firecracker Dark Prince The Log Magic Archer
Firecracker Ice Wizard Magic Archer
Firecracker The Log Magic Archer
The Log Firecracker Ice Wizard Magic Archer
The Log Firecracker Bandit
Electro Wizard Lumberjack
Firecracker Dark Prince The Log Bandit Electro Wizard Magic Archer
Firecracker Magic Archer
Firecracker The Log Bandit Magic Archer
Firecracker Bandit Magic Archer
Firecracker The Log Magic Archer
Firecracker The Log Bandit Magic Archer
Magic Archer Firecracker The Log Bandit
Firecracker Dark Prince The Log Bandit Electro Wizard Magic Archer
Firecracker The Log Magic Archer
The Log Magic Archer
The Log
The Log
Firecracker The Log Dark Prince Ice Wizard Magic Archer
Firecracker The Log Ice Wizard Bandit Electro Wizard Magic Archer
The Log Bandit Magic Archer
Firecracker The Log Bandit Magic Archer
Firecracker Ice Wizard Electro Wizard Magic Archer
Electro Wizard Firecracker
The Log Bandit Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker The Log Magic Archer
Electro Wizard Dark Prince Bandit Magic Archer
Firecracker Ice Wizard Electro Wizard Magic Archer
The Log
Firecracker Dark Prince Electro Wizard Magic Archer Lumberjack
The Log Firecracker Magic Archer
Firecracker Dark Prince
Firecracker The Log Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Dark Prince The Log Bandit Electro Wizard Magic Archer

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