My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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.

Wizard Ice 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.

Wizard Balloon Giant Skeleton Ice Wizard Lumberjack

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.

Zap

Punishments

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

Balloon 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 Balloon Giant Skeleton 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.

Balloon Giant Skeleton 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
Guards Balloon Giant Skeleton
Giant Snowball
Barbarians Guards Balloon Lumberjack
Zap
Guards Balloon
Barbarian Barrel
Barbarians Wizard Guards Giant Skeleton Ice Wizard Lumberjack
The Log
Barbarians Guards Giant Skeleton Lumberjack
Earthquake
Barbarians Guards
Arrows
Guards
Royal Delivery
Barbarians Wizard Guards Balloon Giant Skeleton Ice Wizard Lumberjack
Fireball
Barbarians Wizard Balloon Ice Wizard Lumberjack
Poison
Barbarians Wizard Guards Balloon Ice Wizard
Lightning
Wizard Balloon Ice Wizard Lumberjack
Rocket
Barbarians Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Ice Wizard

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.

Guards Giant Skeleton Ice Wizard

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Guards Ice Wizard Lumberjack Barbarians Wizard Balloon Giant Skeleton

Shortest cycle

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

12 Zap Guards Ice 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
Balloon Guards Giant Skeleton Ice Wizard Lumberjack
Barbarians
Balloon
Wizard
Balloon Giant Skeleton Lumberjack
Guards
Zap Lumberjack
Balloon
Zap Lumberjack Barbarians Wizard Giant Skeleton Ice Wizard
Giant Skeleton
Zap Wizard Balloon Ice Wizard Lumberjack
Ice Wizard
Zap Balloon Giant Skeleton Lumberjack
Lumberjack
Balloon Zap Wizard Guards Giant Skeleton Ice Wizard

Defense Synergies 0 15

Zap
Barbarians Guards Giant Skeleton Ice Wizard Lumberjack
Barbarians
Zap
Wizard
Guards Giant Skeleton Ice Wizard Lumberjack
Guards
Zap Wizard Giant Skeleton Ice Wizard Lumberjack
Balloon
Giant Skeleton
Zap Wizard Guards Ice Wizard Lumberjack
Ice Wizard
Zap Wizard Guards Giant Skeleton Lumberjack
Lumberjack
Zap Wizard Guards Giant Skeleton Ice 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
Barbarians Lumberjack Zap Ice Wizard
Barbarians Lumberjack Giant Skeleton Ice Wizard
Barbarians Lumberjack Guards Ice Wizard
Barbarians Giant Skeleton Lumberjack
Zap Guards Ice Wizard Lumberjack
Zap Wizard Ice Wizard
Zap Barbarians Giant Skeleton
Barbarians Ice Wizard Lumberjack
Guards Barbarians Giant Skeleton Ice Wizard Lumberjack
Barbarians Guards Ice Wizard Zap Wizard Giant Skeleton Lumberjack
Zap Wizard Ice Wizard
Barbarians Lumberjack Zap Wizard Guards Giant Skeleton Ice Wizard
Wizard Zap Barbarians Guards Lumberjack
Barbarians Lumberjack
Barbarians Zap Lumberjack
Barbarians Wizard Lumberjack
Zap Barbarians Wizard Guards Ice Wizard Lumberjack
Zap Wizard Barbarians Guards Giant Skeleton Ice Wizard Lumberjack
Barbarians Lumberjack
Wizard Barbarians Guards Giant Skeleton Lumberjack

Counters to secondary win conditions

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

Barbarians Guards Lumberjack Zap Giant Skeleton
Zap Wizard Lumberjack
Barbarians Guards Giant Skeleton Lumberjack Zap
Guards Giant Skeleton Lumberjack Zap Barbarians
Barbarians Giant Skeleton Guards Lumberjack
Wizard Zap Ice Wizard
Guards Barbarians Giant Skeleton Ice Wizard Lumberjack
Giant Skeleton Barbarians Lumberjack
Zap Giant Skeleton Barbarians
Barbarians Guards
Barbarians Guards Giant Skeleton Lumberjack
Zap Barbarians Guards Giant Skeleton
Barbarians Giant Skeleton Wizard Guards Lumberjack
Wizard Barbarians
Barbarians Guards Zap Giant Skeleton Lumberjack
Zap Barbarians Wizard Giant Skeleton Ice 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.)

Guards Giant Skeleton
Zap Ice Wizard
Giant Skeleton
Barbarians Guards Giant Skeleton
Wizard Zap
Wizard Zap Ice Wizard
Wizard
Zap Wizard Ice Wizard
Zap Wizard
Guards Lumberjack
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Wizard
Zap Wizard
Zap Wizard
Giant Skeleton
Wizard
Zap Barbarians
Zap Wizard Ice Wizard
Zap Wizard Ice Wizard
Zap Wizard
Zap
Zap Wizard Ice Wizard
Zap Wizard Guards
Zap Wizard
Zap
Giant Skeleton
Wizard
Zap Barbarians Guards
Zap Wizard Ice Wizard
Wizard Lumberjack
Zap Wizard
Zap Giant Skeleton
Zap Guards Giant Skeleton
Zap
Zap Giant Skeleton

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