My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

The Log Fisherman Electro Wizard Sparky

Deck tips

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

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.

Inferno Tower Wizard Baby Dragon Witch

Defensive buildings

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

Inferno Tower

Investments

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

Wizard Baby Dragon Witch Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Fireball Rage Lightning

Punishments

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

Balloon

Pump responses

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

Fireball Lightning

Dropped at the bridge

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

Baby Dragon Balloon

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.

Balloon

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
Balloon
Giant Snowball
Baby Dragon Witch Balloon
Zap
Inferno Tower Witch Balloon
Barbarian Barrel
Inferno Tower Wizard Witch
The Log
Witch
Earthquake
Inferno Tower Witch
Arrows
Witch
Royal Delivery
Wizard Baby Dragon Witch Balloon
Fireball
Inferno Tower Wizard Baby Dragon Witch Balloon
Poison
Inferno Tower Wizard Witch Balloon
Lightning
Inferno Tower Wizard Baby Dragon Witch Balloon
Rocket
Inferno Tower Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Baby Dragon

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.

Inferno Tower Rage Baby Dragon

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball Wizard Witch

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 Fireball Baby Dragon Inferno Tower Wizard Witch Balloon Lightning

Shortest cycle

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

15 Rage Fireball Baby Dragon Inferno Tower

Attack Synergies 2 6

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.

Fireball
Baby Dragon
Inferno Tower
Wizard
Rage Balloon
Rage
Witch Balloon Wizard
Baby Dragon
Fireball Witch Balloon Lightning
Witch
Rage Baby Dragon
Balloon
Rage Wizard Baby Dragon
Lightning
Baby Dragon

Defense Synergies 0 3

Fireball
Inferno Tower
Inferno Tower
Fireball Baby Dragon
Wizard
Rage
Baby Dragon
Inferno Tower Witch
Witch
Baby Dragon
Balloon
Lightning

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.

Lightning Fireball Inferno Tower Wizard Baby Dragon
Inferno Tower Witch
Inferno Tower Witch Lightning
Inferno Tower Witch
Lightning Fireball
Fireball Baby Dragon
Inferno Tower Lightning Fireball Wizard Baby Dragon Witch
Lightning Fireball Inferno Tower Baby Dragon
Inferno Tower Witch
Inferno Tower
Witch Fireball Wizard Baby Dragon
Inferno Tower Fireball Wizard Baby Dragon Witch
Inferno Tower Fireball Wizard Witch Lightning
Fireball Wizard Baby Dragon Witch
Inferno Tower
Inferno Tower Fireball Lightning
Wizard Fireball Inferno Tower Witch
Fireball Wizard Baby Dragon Witch
Wizard Baby Dragon Witch Fireball
Inferno Tower
Wizard Fireball Baby Dragon Witch

Counters to secondary win conditions

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

Fireball Inferno Tower Witch
Fireball Wizard Baby Dragon Lightning
Inferno Tower Witch Lightning
Lightning Fireball Inferno Tower
Inferno Tower Witch
Fireball Wizard Baby Dragon Witch
Fireball Inferno Tower Witch Lightning
Inferno Tower
Lightning Fireball Inferno Tower Baby Dragon Witch
Inferno Tower Witch
Inferno Tower Witch
Lightning Fireball
Lightning Fireball Inferno Tower Wizard Witch
Wizard Fireball Baby Dragon Witch
Inferno Tower Witch Fireball Baby Dragon Lightning
Fireball Inferno Tower Wizard Baby Dragon Witch

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.)

Fireball Lightning Baby Dragon
Fireball Baby Dragon
Lightning Fireball Baby Dragon
Lightning Fireball
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon Witch
Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon Lightning
Fireball Wizard Lightning
Lightning Fireball
Lightning Fireball Wizard
Fireball Lightning Wizard Baby Dragon
Lightning Fireball Baby Dragon
Lightning Fireball Baby Dragon
Lightning Fireball Baby Dragon
Lightning Fireball Wizard Baby Dragon Witch
Lightning Fireball Wizard Baby Dragon
Lightning Fireball
Lightning
Lightning Fireball Wizard Baby Dragon
Lightning Fireball Wizard Baby Dragon Witch
Lightning Fireball Baby Dragon
Lightning Fireball Wizard
Lightning
Lightning Fireball Baby Dragon
Fireball Wizard Baby Dragon Witch
Witch
Fireball Wizard Baby Dragon Witch Lightning
Fireball Lightning Wizard Baby Dragon Witch
Fireball Lightning Baby Dragon
Lightning Fireball Wizard Baby Dragon Witch
Lightning Fireball Wizard Witch
Lightning Fireball
Lightning Fireball Wizard
Lightning Fireball
Fireball Wizard Lightning
Lightning Fireball Witch
Fireball Lightning Wizard Baby Dragon Witch
Fireball
Fireball Lightning Wizard Baby Dragon
Fireball Wizard Baby Dragon Lightning
Lightning Fireball
Fireball Baby Dragon Witch Lightning
Fireball Witch Lightning
Lightning Fireball Baby Dragon Witch

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