My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers 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.

Archers Fisherman Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Fireball

Punishments

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

Hog Rider Lumberjack

Pump responses

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

Fireball

Dropped at the bridge

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

Hog Rider 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.

Hog Rider 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
Archers Hog Rider Skeleton Army Fisherman
Giant Snowball
Archers Hog Rider Skeleton Army Fisherman Lumberjack
Zap
Archers Skeleton Army Fisherman
Barbarian Barrel
Archers Skeleton Army Electro Wizard Lumberjack
The Log
Archers Hog Rider Skeleton Army Fisherman Lumberjack
Earthquake
Archers Hog Rider Skeleton Army
Arrows
Archers Skeleton Army
Royal Delivery
Archers Hog Rider Skeleton Army Fisherman Electro Wizard Lumberjack
Fireball
Archers Hog Rider Skeleton Army Fisherman Electro Wizard Lumberjack
Poison
Archers Skeleton Army Fisherman Electro Wizard
Lightning
Fisherman Electro Wizard Lumberjack
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Skeleton Army

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 Skeleton Army

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 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 Archers Skeleton Army Fisherman Fireball Hog Rider Electro Wizard Lumberjack

Shortest cycle

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

11 Zap Archers Skeleton Army Fisherman

Attack Synergies 4 10

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
Fireball Hog Rider Electro Wizard Archers Fisherman Lumberjack
Archers
Zap Hog Rider Fisherman Lumberjack
Fireball
Zap Hog Rider Electro Wizard
Hog Rider
Zap Fireball Archers Electro Wizard Lumberjack
Skeleton Army
Fisherman
Zap Archers
Electro Wizard
Zap Fireball Hog Rider Lumberjack
Lumberjack
Zap Archers Hog Rider Electro Wizard

Defense Synergies 2 13

Zap
Fireball Electro Wizard Archers Skeleton Army Fisherman Lumberjack
Archers
Zap Skeleton Army Fisherman Electro Wizard Lumberjack
Fireball
Zap Electro Wizard Lumberjack
Hog Rider
Skeleton Army
Zap Archers Electro Wizard Lumberjack
Fisherman
Zap Archers
Electro Wizard
Zap Archers Fireball Skeleton Army Lumberjack
Lumberjack
Zap Archers Fireball Skeleton Army 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 Fireball Electro Wizard
Skeleton Army Lumberjack Zap Fisherman Electro Wizard
Skeleton Army Fisherman Lumberjack Archers Electro Wizard
Skeleton Army Lumberjack Fisherman Electro Wizard
Fireball Skeleton Army Lumberjack
Fireball Skeleton Army Zap Archers Electro Wizard Lumberjack
Electro Wizard Zap Archers Fireball
Zap Fireball Electro Wizard
Skeleton Army Fisherman Lumberjack
Skeleton Army Archers Fisherman Electro Wizard Lumberjack
Archers Skeleton Army Electro Wizard Zap Fireball Fisherman Lumberjack
Zap Archers Fireball Electro Wizard
Skeleton Army Lumberjack Zap Fireball Electro Wizard
Fireball Skeleton Army Zap Electro Wizard Lumberjack
Skeleton Army Electro Wizard Lumberjack
Skeleton Army Zap Fireball Fisherman Electro Wizard Lumberjack
Fireball Skeleton Army Fisherman Electro Wizard Lumberjack
Fireball Zap Archers Skeleton Army Fisherman Electro Wizard Lumberjack
Zap Archers Fireball Fisherman Electro Wizard Lumberjack
Fisherman Electro Wizard Lumberjack
Skeleton Army Archers Fireball Fisherman Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Zap Archers Fireball Fisherman Electro Wizard
Fireball Electro Wizard Zap Archers Fisherman Lumberjack
Skeleton Army Lumberjack Zap Fisherman Electro Wizard
Skeleton Army Lumberjack Zap Fireball Fisherman Electro Wizard
Skeleton Army Fisherman Lumberjack
Fireball Zap Archers Electro Wizard
Skeleton Army Archers Fireball Electro Wizard Lumberjack
Skeleton Army Fisherman Lumberjack
Zap Electro Wizard Fireball Skeleton Army
Skeleton Army
Lumberjack
Skeleton Army Zap Fireball Electro Wizard
Skeleton Army Fireball Lumberjack
Archers Fireball Skeleton Army
Skeleton Army Electro Wizard Zap Archers Fireball Fisherman Lumberjack
Zap Archers Fireball 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.)

Fireball
Fireball Zap Fisherman Electro Wizard
Fireball
Fireball
Fireball Zap
Fireball Zap
Archers
Fireball Zap
Fireball Zap Fisherman
Fireball Fisherman Electro Wizard Lumberjack
Zap Fireball Fisherman Electro Wizard
Fireball Zap Archers
Fireball Fisherman
Fireball Fisherman
Zap Fireball Fisherman
Zap Fireball
Fireball
Fireball
Fisherman
Zap Archers Fireball Fisherman Electro Wizard
Zap Fireball
Fireball
Fireball
Fisherman
Zap Fireball
Zap Fireball
Fisherman
Fireball Zap Fisherman Electro Wizard
Fireball Zap Fisherman
Fireball Zap Fisherman
Zap Archers Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Archers Fireball Skeleton Army
Fireball Zap Archers Electro Wizard
Fireball
Fireball Electro Wizard Lumberjack
Zap Fireball
Zap Fireball
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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