My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Baby Dragon Witch Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Archers Baby Dragon Witch Golem Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Mortar Golem

Damage spells

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

Zap

Punishments

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

Mortar 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.

Mortar Baby Dragon Golem 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.

Golem 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
Giant Snowball
Archers Baby Dragon Witch Lumberjack
Zap
Archers Mortar Witch
Barbarian Barrel
Archers Mortar Witch Electro Wizard Lumberjack
The Log
Archers Witch Lumberjack
Earthquake
Archers Mortar Witch
Arrows
Archers Witch
Royal Delivery
Archers Baby Dragon Witch Electro Wizard Lumberjack
Fireball
Archers Mortar Baby Dragon Witch Electro Wizard Lumberjack
Poison
Archers Mortar Witch Electro Wizard
Lightning
Mortar Baby Dragon Witch Electro Wizard Lumberjack
Rocket
Mortar Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar 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.

Baby Dragon Golem

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.

Witch 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Mortar Baby Dragon Electro Wizard Lumberjack Witch Golem

Shortest cycle

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

13 Zap Archers Mortar Baby Dragon

Attack Synergies 2 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.

Zap
Electro Wizard Archers Mortar Baby Dragon Witch Golem Lumberjack
Archers
Zap Mortar Baby Dragon Golem Lumberjack
Mortar
Zap Archers Baby Dragon
Baby Dragon
Golem Zap Archers Mortar Witch Electro Wizard Lumberjack
Witch
Zap Baby Dragon Golem Lumberjack
Golem
Baby Dragon Zap Archers Witch Electro Wizard Lumberjack
Electro Wizard
Zap Baby Dragon Golem Lumberjack
Lumberjack
Zap Archers Baby Dragon Witch Golem Electro Wizard

Defense Synergies 1 18

Zap
Electro Wizard Archers Mortar Baby Dragon Witch Lumberjack
Archers
Zap Mortar Baby Dragon Witch Electro Wizard Lumberjack
Mortar
Zap Archers Baby Dragon Electro Wizard Lumberjack
Baby Dragon
Zap Archers Mortar Witch Lumberjack
Witch
Zap Archers Baby Dragon Electro Wizard Lumberjack
Golem
Electro Wizard
Zap Archers Mortar Witch Lumberjack
Lumberjack
Zap Archers Mortar Baby Dragon Witch 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 Mortar Baby Dragon Electro Wizard
Lumberjack Zap Mortar Witch Electro Wizard
Mortar Witch Lumberjack Archers Electro Wizard
Witch Lumberjack Mortar Electro Wizard
Lumberjack
Zap Archers Baby Dragon Electro Wizard Lumberjack
Electro Wizard Zap Archers Mortar Baby Dragon Witch
Zap Baby Dragon Electro Wizard
Witch Mortar Lumberjack
Archers Electro Wizard Lumberjack
Archers Witch Electro Wizard Zap Baby Dragon Lumberjack
Zap Archers Baby Dragon Witch Electro Wizard
Mortar Lumberjack Zap Witch Electro Wizard
Zap Mortar Baby Dragon Witch Electro Wizard Lumberjack
Mortar Electro Wizard Lumberjack
Zap Mortar Electro Wizard Lumberjack
Mortar Witch Electro Wizard Lumberjack
Mortar Zap Archers Baby Dragon Witch Electro Wizard Lumberjack
Zap Mortar Baby Dragon Witch Archers Electro Wizard Lumberjack
Mortar Electro Wizard Lumberjack
Archers Baby Dragon Witch Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Archers Witch Electro Wizard
Electro Wizard Zap Archers Mortar Baby Dragon Lumberjack
Lumberjack Zap Witch Electro Wizard
Lumberjack Zap Electro Wizard
Witch Lumberjack
Zap Archers Baby Dragon Witch Electro Wizard
Archers Witch Electro Wizard Lumberjack
Lumberjack
Zap Electro Wizard Mortar Baby Dragon Witch
Witch
Witch Lumberjack
Zap Electro Wizard
Witch Lumberjack
Archers Baby Dragon Witch
Witch Electro Wizard Zap Archers Mortar Baby Dragon Lumberjack
Zap Archers Baby Dragon Witch 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.)

Mortar Baby Dragon
Mortar Zap Baby Dragon Electro Wizard
Baby Dragon
Zap Mortar Baby Dragon
Zap Baby Dragon Witch
Archers Mortar Baby Dragon Witch
Zap Baby Dragon
Zap Mortar
Electro Wizard Lumberjack
Zap Mortar Electro Wizard
Zap Archers Baby Dragon
Mortar Baby Dragon
Mortar Baby Dragon
Zap Mortar Baby Dragon
Zap Mortar Baby Dragon Witch
Mortar Baby Dragon
Mortar
Zap Archers Mortar Baby Dragon Electro Wizard
Zap Mortar Baby Dragon Witch
Baby Dragon
Zap Mortar Baby Dragon
Zap Mortar Baby Dragon Witch
Witch
Mortar Zap Baby Dragon Witch Electro Wizard
Zap Mortar Baby Dragon Witch
Zap Mortar Baby Dragon
Zap Archers Baby Dragon Witch Electro Wizard
Zap Electro Wizard Witch
Zap Mortar
Zap Electro Wizard
Zap Electro Wizard Archers Witch
Zap Archers Baby Dragon Witch Electro Wizard
Baby Dragon Electro Wizard Lumberjack
Zap Mortar Baby Dragon
Zap
Zap Baby Dragon Witch Electro Wizard
Zap Witch Electro Wizard
Zap Mortar Baby Dragon Witch Electro Wizard

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