My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Bats Ice Wizard Magic Archer

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.

Bats Ice Wizard Magic Archer Lumberjack Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows

Punishments

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

Lumberjack Mega Knight

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.

Magic Archer Lumberjack Mega Knight

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.

Magic Archer 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
Bats Guards
Giant Snowball
Bats Guards Lumberjack
Zap
Bats Guards
Barbarian Barrel
Guards Ice Wizard Magic Archer Lumberjack
The Log
Guards Lumberjack
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Guards Ice Wizard Magic Archer Lumberjack
Fireball
Ice Wizard Magic Archer Lumberjack
Poison
Bats Guards Ice Wizard Magic Archer
Lightning
Ice Wizard Magic Archer Lumberjack
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Ice Wizard Magic Archer Mega Knight

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.

Bats Arrows Guards Ice Wizard Mega Knight

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Guards Ice Wizard Magic Archer Lumberjack Mega Knight

Shortest cycle

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

10 Bats Zap Arrows Guards

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.

Bats
Mega Knight Zap Lumberjack
Zap
Arrows Bats Guards Ice Wizard Magic Archer Lumberjack Mega Knight
Arrows
Zap Lumberjack Mega Knight
Guards
Zap Lumberjack
Ice Wizard
Zap Lumberjack
Magic Archer
Zap Lumberjack Mega Knight
Lumberjack
Bats Zap Arrows Guards Ice Wizard Magic Archer Mega Knight
Mega Knight
Bats Zap Arrows Magic Archer Lumberjack

Defense Synergies 2 18

Bats
Zap Ice Wizard Lumberjack Mega Knight
Zap
Mega Knight Bats Arrows Guards Ice Wizard Magic Archer Lumberjack
Arrows
Mega Knight Zap Ice Wizard Lumberjack
Guards
Zap Ice Wizard Magic Archer Lumberjack
Ice Wizard
Bats Zap Arrows Guards Lumberjack Mega Knight
Magic Archer
Zap Guards Lumberjack Mega Knight
Lumberjack
Bats Zap Arrows Guards Ice Wizard Magic Archer
Mega Knight
Zap Arrows Bats Ice Wizard Magic Archer

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 Magic Archer
Lumberjack Bats Zap Ice Wizard Mega Knight
Lumberjack Mega Knight Bats Ice Wizard
Lumberjack Bats Guards Ice Wizard Mega Knight
Arrows Lumberjack Mega Knight
Arrows Bats Zap Guards Ice Wizard Magic Archer Lumberjack Mega Knight
Bats Zap Arrows Ice Wizard Magic Archer
Zap Arrows Magic Archer Mega Knight
Ice Wizard Lumberjack
Guards Ice Wizard Lumberjack Mega Knight
Bats Guards Ice Wizard Zap Arrows Magic Archer Lumberjack Mega Knight
Arrows Bats Zap Ice Wizard Magic Archer
Lumberjack Mega Knight Bats Zap Guards Ice Wizard
Mega Knight Bats Zap Arrows Guards Magic Archer Lumberjack
Lumberjack Mega Knight
Zap Lumberjack Mega Knight
Mega Knight Bats Arrows Lumberjack
Arrows Mega Knight Bats Zap Guards Ice Wizard Magic Archer Lumberjack
Zap Arrows Bats Guards Ice Wizard Magic Archer Lumberjack Mega Knight
Lumberjack
Mega Knight Bats Arrows Guards Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Mega Knight Zap
Zap Arrows Magic Archer Lumberjack Mega Knight
Guards Lumberjack Mega Knight Bats Zap
Guards Lumberjack Mega Knight Bats Zap
Guards Lumberjack Mega Knight
Arrows Bats Zap Ice Wizard Magic Archer
Guards Bats Ice Wizard Lumberjack
Mega Knight Lumberjack
Zap Mega Knight Bats Magic Archer
Guards
Mega Knight Bats Guards Lumberjack
Mega Knight Zap Arrows Guards
Mega Knight Guards Lumberjack
Magic Archer Mega Knight
Guards Bats Zap Magic Archer Lumberjack
Bats Arrows Mega Knight Zap Ice Wizard Magic Archer

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.)

Magic Archer Arrows Guards
Arrows Zap Ice Wizard Magic Archer
Arrows Magic Archer
Arrows Guards
Zap Arrows Magic Archer Mega Knight
Arrows Bats Zap Ice Wizard Magic Archer
Arrows Magic Archer
Arrows Zap Ice Wizard Magic Archer
Arrows Zap
Bats Guards Lumberjack
Zap Arrows Magic Archer
Zap Arrows Magic Archer
Magic Archer
Arrows Magic Archer
Zap Arrows Magic Archer
Zap Arrows Magic Archer
Magic Archer Arrows Mega Knight
Arrows
Bats
Zap Arrows Magic Archer Mega Knight
Zap Arrows Magic Archer Mega Knight
Magic Archer Mega Knight
Arrows
Zap Arrows
Zap Arrows Ice Wizard Magic Archer Mega Knight
Arrows Zap Ice Wizard Magic Archer
Zap Arrows Magic Archer Mega Knight
Zap Arrows Magic Archer
Bats Zap Arrows Ice Wizard Magic Archer
Zap Bats Guards
Zap Arrows Magic Archer Mega Knight
Zap Arrows Magic Archer
Mega Knight
Arrows Magic Archer
Zap Bats Guards Magic Archer
Zap Arrows Ice Wizard Magic Archer
Arrows
Magic Archer Lumberjack Mega Knight
Arrows Zap Magic Archer
Zap Arrows
Mega Knight
Zap Bats Guards Magic Archer
Bats Zap Magic Archer
Zap Magic Archer Mega Knight

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