My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
F2P score
Good

2 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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Baby Dragon

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.

Bomber Giant Baby Dragon Lumberjack

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Freeze

Punishments

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

Elite Barbarians Giant 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.

Elite Barbarians Heal Spirit Giant Baby Dragon 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.

Elite Barbarians 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
Bomber Elite Barbarians Giant
Giant Snowball
Bomber Baby Dragon Lumberjack
Zap
Bomber
Barbarian Barrel
Bomber Elite Barbarians Heal Spirit Lumberjack
The Log
Bomber Elite Barbarians Heal Spirit Lumberjack
Earthquake
Bomber
Arrows
Bomber Heal Spirit
Royal Delivery
Bomber Elite Barbarians Heal Spirit Baby Dragon Lumberjack
Fireball
Bomber Elite Barbarians Baby Dragon Lumberjack
Poison
Bomber
Lightning
Elite Barbarians Baby Dragon Lumberjack
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Baby Dragon Freeze

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.

Heal Spirit Baby Dragon Freeze

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.

Elite Barbarians

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.

Heal Spirit

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Bomber Zap Baby Dragon Freeze Lumberjack Giant Elite Barbarians

Shortest cycle

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

9 Heal Spirit Bomber Zap Baby Dragon

Attack Synergies 4 16

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.

Bomber
Giant Zap Elite Barbarians Heal Spirit Baby Dragon Lumberjack
Zap
Elite Barbarians Giant Bomber Heal Spirit Baby Dragon Freeze Lumberjack
Elite Barbarians
Zap Heal Spirit Bomber Lumberjack
Heal Spirit
Elite Barbarians Bomber Zap Giant Baby Dragon Lumberjack
Giant
Bomber Zap Heal Spirit Baby Dragon Lumberjack
Baby Dragon
Bomber Zap Heal Spirit Giant Lumberjack
Freeze
Zap
Lumberjack
Bomber Zap Elite Barbarians Heal Spirit Giant Baby Dragon

Defense Synergies 0 6

Bomber
Zap
Zap
Bomber Elite Barbarians Baby Dragon Lumberjack
Elite Barbarians
Zap
Heal Spirit
Giant
Baby Dragon
Zap Lumberjack
Freeze
Lumberjack
Lumberjack
Zap Baby Dragon Freeze

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.

Bomber Zap Baby Dragon
Elite Barbarians Lumberjack Bomber Zap
Lumberjack Bomber Elite Barbarians Freeze
Elite Barbarians Lumberjack Bomber
Bomber Elite Barbarians Lumberjack
Freeze Bomber Zap Baby Dragon Lumberjack
Zap Baby Dragon Freeze
Zap Baby Dragon
Elite Barbarians Lumberjack
Elite Barbarians Bomber Lumberjack
Bomber Zap Baby Dragon Freeze Lumberjack
Zap Baby Dragon
Lumberjack Bomber Zap Elite Barbarians Freeze
Bomber Zap Baby Dragon Freeze Lumberjack
Elite Barbarians Lumberjack
Zap Elite Barbarians Freeze Lumberjack
Bomber Elite Barbarians Lumberjack
Bomber Zap Elite Barbarians Baby Dragon Lumberjack
Zap Baby Dragon Freeze Bomber Lumberjack
Elite Barbarians Lumberjack
Bomber Elite Barbarians Baby Dragon Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Elite Barbarians
Bomber Zap Elite Barbarians Baby Dragon Lumberjack
Lumberjack Zap Elite Barbarians
Lumberjack Zap Elite Barbarians
Elite Barbarians Lumberjack
Zap Baby Dragon Freeze
Elite Barbarians Lumberjack
Elite Barbarians Lumberjack
Zap Freeze Elite Barbarians Baby Dragon
Elite Barbarians Lumberjack
Zap Elite Barbarians
Elite Barbarians Lumberjack
Bomber Baby Dragon
Elite Barbarians Bomber Zap Baby Dragon Freeze Lumberjack
Bomber Zap Elite Barbarians Baby Dragon Freeze

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.)

Baby Dragon Freeze
Zap Baby Dragon
Baby Dragon
Freeze
Bomber Zap Baby Dragon
Zap Baby Dragon Freeze
Bomber Baby Dragon
Zap Baby Dragon Freeze
Zap
Elite Barbarians Lumberjack
Zap
Zap Baby Dragon
Elite Barbarians Baby Dragon
Baby Dragon Freeze
Zap Elite Barbarians Baby Dragon
Bomber Zap Baby Dragon
Baby Dragon
Freeze
Bomber
Bomber Zap Baby Dragon
Bomber Zap Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Freeze Bomber Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Elite Barbarians Zap Baby Dragon
Zap Freeze
Elite Barbarians
Bomber Zap
Zap Freeze
Zap Freeze
Zap Baby Dragon
Freeze
Baby Dragon Lumberjack
Bomber Zap Baby Dragon
Zap
Elite Barbarians
Zap Elite Barbarians Baby Dragon Freeze
Zap
Zap Baby Dragon Freeze

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