My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Wizard Electro Wizard

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.

Royal Giant Wizard Prince Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap The Log

Punishments

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

Royal Giant Prince 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.

Barbarians Royal Giant Prince 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.

Electro Wizard 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
Royal Giant Prince
Giant Snowball
Barbarians Lumberjack
Zap
Royal Giant Prince
Barbarian Barrel
Barbarians Wizard Electro Wizard Lumberjack
The Log
Barbarians Royal Giant Prince Lumberjack
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Wizard Prince Electro Wizard Lumberjack
Fireball
Barbarians Wizard Electro Wizard Lumberjack
Poison
Barbarians Wizard Electro Wizard
Lightning
Wizard Prince Electro Wizard Lumberjack
Rocket
Barbarians Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log

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.

Prince

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.

Royal Giant

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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap The Log Electro Wizard Lumberjack Barbarians Wizard Prince Royal Giant

Shortest cycle

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

12 Zap The Log Electro Wizard Lumberjack

Attack Synergies 2 14

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.

Zap
Prince Electro Wizard Royal Giant The Log Lumberjack
Barbarians
Royal Giant
Zap Wizard The Log Electro Wizard Lumberjack
Wizard
Royal Giant Prince Lumberjack
Prince
Zap Wizard The Log Electro Wizard Lumberjack
The Log
Zap Royal Giant Prince Lumberjack
Electro Wizard
Zap Royal Giant Prince Lumberjack
Lumberjack
Zap Royal Giant Wizard Prince The Log Electro Wizard

Defense Synergies 2 12

Zap
Electro Wizard Barbarians Prince The Log Lumberjack
Barbarians
Zap
Royal Giant
Wizard
Prince The Log Electro Wizard Lumberjack
Prince
The Log Zap Wizard Electro Wizard
The Log
Prince Zap Wizard Electro Wizard Lumberjack
Electro Wizard
Zap Wizard Prince The Log Lumberjack
Lumberjack
Zap Wizard The Log Electro Wizard

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 Wizard The Log Electro Wizard
Barbarians Lumberjack Zap Prince The Log Electro Wizard
Barbarians Prince Lumberjack Electro Wizard
Barbarians Prince Lumberjack Electro Wizard
Barbarians Prince The Log Lumberjack
The Log Zap Electro Wizard Lumberjack
Electro Wizard Zap Wizard
Zap Barbarians The Log Electro Wizard
Barbarians Prince Lumberjack
Barbarians Prince Electro Wizard Lumberjack
Barbarians Electro Wizard Zap Wizard The Log Lumberjack
Zap Wizard Electro Wizard
Barbarians Prince Lumberjack Zap Wizard The Log Electro Wizard
Wizard Zap Barbarians Prince The Log Electro Wizard Lumberjack
Barbarians Prince Electro Wizard Lumberjack
Barbarians Zap Prince The Log Electro Wizard Lumberjack
Barbarians Wizard Prince Electro Wizard Lumberjack
Zap Barbarians Wizard Prince The Log Electro Wizard Lumberjack
Zap Wizard The Log Barbarians Electro Wizard Lumberjack
Barbarians Prince Electro Wizard Lumberjack
Wizard Barbarians Prince The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Barbarians Lumberjack Zap Prince Electro Wizard
Electro Wizard Zap Wizard Prince The Log Lumberjack
Barbarians Lumberjack Zap Prince The Log Electro Wizard
Prince Lumberjack Zap Barbarians The Log Electro Wizard
Barbarians Prince Lumberjack
Wizard Zap Electro Wizard
Prince Barbarians Electro Wizard Lumberjack
Barbarians Prince Lumberjack
Zap Electro Wizard Barbarians Prince The Log
Barbarians
Barbarians Prince Lumberjack
Zap Barbarians Prince The Log Electro Wizard
Barbarians Prince Wizard Lumberjack
Wizard Barbarians
Barbarians Electro Wizard Zap Prince The Log Lumberjack
Zap Barbarians Wizard The Log Electro Wizard

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.)

The Log
Zap The Log Electro Wizard
The Log
Barbarians Prince The Log
Wizard Zap The Log
Wizard Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Prince Electro Wizard Lumberjack
Zap Wizard Prince The Log Electro Wizard
Zap Wizard
The Log
Zap Prince The Log
Zap Wizard The Log
Wizard The Log
Zap Wizard Prince The Log Electro Wizard
Zap Wizard The Log
Prince The Log
Wizard
Prince The Log
Zap Barbarians The Log
Zap The Log Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard Prince The Log
Zap The Log
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard The Log
Zap Electro Wizard
Prince
Wizard The Log
Zap Electro Wizard Barbarians Prince
Zap Wizard Electro Wizard
The Log
Wizard Prince Electro Wizard Lumberjack
The Log Zap Wizard
Zap
Prince
Zap The Log Electro Wizard
Zap Electro Wizard
Zap Prince The Log Electro Wizard

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