My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Bats Baby Dragon Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tombstone Baby Dragon Ice Wizard Lumberjack Sparky

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.

Zap Tornado

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.

Baby Dragon 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.

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
Bats Sparky
Giant Snowball
Bats Tombstone Baby Dragon Lumberjack
Zap
Bats Tombstone Sparky
Barbarian Barrel
Tombstone Ice Wizard Lumberjack Sparky
The Log
Tombstone Lumberjack Sparky
Earthquake
Tombstone
Arrows
Bats Tombstone
Royal Delivery
Bats Baby Dragon Ice Wizard Lumberjack Sparky
Fireball
Tombstone Baby Dragon Ice Wizard Lumberjack Sparky
Poison
Bats Tombstone Ice Wizard Sparky
Lightning
Tombstone Baby Dragon Ice Wizard Lumberjack Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Baby Dragon Ice Wizard 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.

Bats Tombstone Tornado Baby Dragon Ice Wizard 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

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.

Bats Zap Tombstone Tornado Ice Wizard Baby Dragon Lumberjack Sparky

Shortest cycle

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

10 Bats Zap Tombstone Tornado

Attack Synergies 4 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.

Bats
Zap Baby Dragon Lumberjack Sparky
Zap
Tornado Sparky Bats Baby Dragon Ice Wizard Lumberjack
Tombstone
Tornado
Zap Baby Dragon Sparky Ice Wizard
Baby Dragon
Tornado Bats Zap Ice Wizard Lumberjack Sparky
Ice Wizard
Zap Tornado Baby Dragon Lumberjack
Lumberjack
Bats Zap Baby Dragon Ice Wizard Sparky
Sparky
Zap Tornado Bats Baby Dragon Lumberjack

Defense Synergies 3 19

Bats
Zap Baby Dragon Ice Wizard Lumberjack Sparky
Zap
Bats Tombstone Tornado Baby Dragon Ice Wizard Lumberjack Sparky
Tombstone
Zap Baby Dragon Ice Wizard Lumberjack Sparky
Tornado
Ice Wizard Sparky Zap Baby Dragon Sparky
Baby Dragon
Ice Wizard Bats Zap Tombstone Tornado Lumberjack
Ice Wizard
Tornado Baby Dragon Bats Zap Tombstone Lumberjack
Lumberjack
Bats Zap Tombstone Baby Dragon Ice Wizard
Sparky
Tornado Bats Zap Tombstone Tornado

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.

Zap Tombstone Baby Dragon Sparky
Lumberjack Sparky Bats Zap Tombstone Ice Wizard
Tornado Lumberjack Sparky Bats Tombstone Ice Wizard
Lumberjack Sparky Bats Tombstone Ice Wizard
Tombstone Tornado Lumberjack Sparky
Tornado Bats Zap Baby Dragon Ice Wizard Lumberjack
Bats Tornado Zap Tombstone Baby Dragon Ice Wizard
Zap Baby Dragon Sparky
Sparky Tombstone Tornado Ice Wizard Lumberjack
Tornado Ice Wizard Lumberjack Sparky
Bats Ice Wizard Zap Tombstone Tornado Baby Dragon Lumberjack
Bats Zap Tornado Baby Dragon Ice Wizard
Tombstone Lumberjack Sparky Bats Zap Ice Wizard
Sparky Bats Zap Tombstone Tornado Baby Dragon Lumberjack
Sparky Tombstone Lumberjack
Tornado Zap Lumberjack Sparky
Sparky Bats Tombstone Tornado Lumberjack
Tombstone Bats Zap Tornado Baby Dragon Ice Wizard Lumberjack
Zap Tornado Baby Dragon Bats Tombstone Ice Wizard Lumberjack
Sparky Tornado Lumberjack
Bats Baby Dragon Lumberjack Sparky

Counters to secondary win conditions

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

Lumberjack Zap Tombstone Sparky
Zap Baby Dragon Lumberjack
Tombstone Lumberjack Bats Zap Sparky
Lumberjack Bats Zap Tornado Sparky
Tombstone Lumberjack Sparky
Bats Zap Tornado Baby Dragon Ice Wizard
Sparky Bats Tombstone Ice Wizard Lumberjack
Lumberjack Sparky
Zap Bats Tombstone Tornado Baby Dragon Sparky
Tombstone Sparky
Bats Tombstone Lumberjack Sparky
Zap Tornado
Tombstone Lumberjack Sparky
Baby Dragon Sparky
Tombstone Sparky Bats Zap Tornado Baby Dragon Lumberjack
Bats Zap Baby Dragon Ice Wizard 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.)

Baby Dragon Sparky
Zap Tornado Baby Dragon Ice Wizard
Baby Dragon Sparky
Sparky
Zap Baby Dragon Sparky
Bats Zap Tornado Baby Dragon Ice Wizard
Tornado Baby Dragon Sparky
Zap Tornado Baby Dragon Ice Wizard
Zap Tornado
Bats Tornado Lumberjack Sparky
Zap Tornado Sparky
Zap Tornado Baby Dragon
Baby Dragon Sparky
Baby Dragon
Zap Baby Dragon Sparky
Zap Baby Dragon Sparky
Baby Dragon Sparky
Tornado Sparky
Bats Sparky
Zap Baby Dragon Sparky
Zap Tornado Baby Dragon
Baby Dragon Sparky
Tornado
Tornado Sparky
Zap Baby Dragon
Zap Tornado Baby Dragon Ice Wizard Sparky
Zap Tornado Baby Dragon Ice Wizard Sparky
Zap Tornado Baby Dragon Sparky
Zap Tornado Baby Dragon Sparky
Bats Zap Tornado Baby Dragon Ice Wizard Sparky
Zap Bats
Sparky
Zap Sparky
Zap Sparky
Sparky
Sparky
Zap Bats Tombstone
Zap Tornado Baby Dragon Ice Wizard
Baby Dragon Lumberjack Sparky
Zap Baby Dragon
Zap Tornado Sparky
Sparky
Zap Bats Tornado Baby Dragon Sparky
Bats Zap Tornado
Zap Tornado Baby Dragon Sparky

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