My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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 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.

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.

Ice Wizard Bandit Fisherman Electro Wizard Magic Archer Lumberjack Mega Knight

Offensive cards

Win conditions

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

Miner

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.

Miner Bandit Lumberjack Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

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

Bandit 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.

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

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 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.

Miner Ice Wizard 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.

Miner Ice Wizard Bandit Fisherman Electro Wizard Magic Archer Lumberjack Mega Knight

Shortest cycle

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

12 Miner Ice Wizard Bandit Fisherman

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.

Miner
Bandit Electro Wizard Magic Archer Lumberjack Mega Knight
Ice Wizard
Bandit Fisherman Lumberjack
Bandit
Miner Ice Wizard Electro Wizard Magic Archer Lumberjack Mega Knight
Fisherman
Ice Wizard Mega Knight
Electro Wizard
Miner Bandit Magic Archer Lumberjack Mega Knight
Magic Archer
Miner Bandit Electro Wizard Lumberjack Mega Knight
Lumberjack
Miner Ice Wizard Bandit Electro Wizard Magic Archer Mega Knight
Mega Knight
Miner Bandit Fisherman Electro Wizard Magic Archer Lumberjack

Defense Synergies 0 17

Miner
Mega Knight
Ice Wizard
Bandit Fisherman Lumberjack Mega Knight
Bandit
Ice Wizard Fisherman Electro Wizard Magic Archer Lumberjack Mega Knight
Fisherman
Ice Wizard Bandit Magic Archer Mega Knight
Electro Wizard
Bandit Magic Archer Lumberjack Mega Knight
Magic Archer
Bandit Fisherman Electro Wizard Lumberjack Mega Knight
Lumberjack
Ice Wizard Bandit Electro Wizard Magic Archer
Mega Knight
Miner Ice Wizard Bandit Fisherman 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.

Electro Wizard Magic Archer
Lumberjack Ice Wizard Bandit Fisherman Electro Wizard Mega Knight
Fisherman Lumberjack Mega Knight Ice Wizard Bandit Electro Wizard
Lumberjack Ice Wizard Bandit Fisherman Electro Wizard Mega Knight
Lumberjack Mega Knight
Ice Wizard Bandit Electro Wizard Magic Archer Lumberjack Mega Knight
Electro Wizard Ice Wizard Magic Archer
Bandit Electro Wizard Magic Archer Mega Knight
Ice Wizard Fisherman Lumberjack
Miner Ice Wizard Bandit Fisherman Electro Wizard Lumberjack Mega Knight
Ice Wizard Electro Wizard Bandit Fisherman Magic Archer Lumberjack Mega Knight
Ice Wizard Electro Wizard Magic Archer
Lumberjack Mega Knight Ice Wizard Bandit Electro Wizard
Mega Knight Electro Wizard Magic Archer Lumberjack
Bandit Electro Wizard Lumberjack Mega Knight
Bandit Fisherman Electro Wizard Lumberjack Mega Knight
Mega Knight Fisherman Electro Wizard Lumberjack
Mega Knight Ice Wizard Bandit Fisherman Electro Wizard Magic Archer Lumberjack
Ice Wizard Bandit Fisherman Electro Wizard Magic Archer Lumberjack Mega Knight
Fisherman Electro Wizard Lumberjack
Mega Knight Bandit Fisherman Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Bandit Fisherman Electro Wizard
Bandit Electro Wizard Miner Fisherman Magic Archer Lumberjack Mega Knight
Bandit Lumberjack Mega Knight Fisherman Electro Wizard
Lumberjack Mega Knight Bandit Fisherman Electro Wizard
Bandit Fisherman Lumberjack Mega Knight
Ice Wizard Electro Wizard Magic Archer
Ice Wizard Bandit Electro Wizard Lumberjack
Mega Knight Fisherman Lumberjack
Electro Wizard Mega Knight Bandit Magic Archer
Mega Knight Lumberjack
Mega Knight Electro Wizard
Mega Knight Bandit Lumberjack
Magic Archer Mega Knight
Electro Wizard Fisherman Magic Archer Lumberjack
Mega Knight 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 Bandit
Miner Ice Wizard Bandit Fisherman Electro Wizard Magic Archer
Miner Bandit Magic Archer
Magic Archer Mega Knight
Ice Wizard Magic Archer
Magic Archer
Ice Wizard Magic Archer
Miner Bandit Fisherman
Fisherman Electro Wizard Lumberjack
Miner Bandit Fisherman Electro Wizard Magic Archer
Magic Archer
Miner Bandit Fisherman Magic Archer
Bandit Fisherman Magic Archer
Fisherman Magic Archer
Bandit Magic Archer
Magic Archer Bandit Mega Knight
Fisherman
Bandit Fisherman Electro Wizard Magic Archer Mega Knight
Miner Magic Archer Mega Knight
Magic Archer Mega Knight
Fisherman
Ice Wizard Magic Archer Mega Knight
Fisherman
Miner Ice Wizard Bandit Fisherman Electro Wizard Magic Archer
Miner Bandit Fisherman Magic Archer Mega Knight
Miner Bandit Fisherman Magic Archer
Ice Wizard Electro Wizard Magic Archer
Electro Wizard
Miner Bandit Magic Archer Mega Knight
Electro Wizard Magic Archer
Mega Knight
Magic Archer
Electro Wizard Bandit Magic Archer
Ice Wizard Electro Wizard Magic Archer
Miner Electro Wizard Magic Archer Lumberjack Mega Knight
Magic Archer
Mega Knight
Electro Wizard Magic Archer
Electro Wizard Magic Archer
Miner Bandit Electro Wizard Magic Archer Mega Knight

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