My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Goblin Hut Wizard Electro Wizard

Defensive buildings

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

Goblin Hut

Investments

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

Goblin Hut Wizard Golem Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap The Log

Punishments

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

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.

Fire Spirit 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
Giant Snowball
Fire Spirit Goblin Hut Lumberjack
Zap
Fire Spirit Goblin Hut
Barbarian Barrel
Fire Spirit Goblin Hut Wizard Electro Wizard Lumberjack
The Log
Fire Spirit Goblin Hut Lumberjack
Earthquake
Goblin Hut
Arrows
Fire Spirit Goblin Hut
Royal Delivery
Fire Spirit Goblin Hut Wizard Electro Wizard Lumberjack
Fireball
Goblin Hut Wizard Electro Wizard Lumberjack
Poison
Goblin Hut Wizard Electro Wizard
Lightning
Goblin Hut Wizard Electro Wizard Lumberjack
Rocket
Goblin Hut Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard The Log

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.

Fire Spirit 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.

Fire Spirit Wizard 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.

Fire Spirit Zap The Log Electro Wizard Lumberjack Goblin Hut Wizard Golem

Shortest cycle

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

9 Fire Spirit Zap The Log Electro Wizard

Attack Synergies 1 17

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.

Fire Spirit
Zap Golem Lumberjack
Zap
Electro Wizard Fire Spirit Goblin Hut Golem The Log Lumberjack
Goblin Hut
Zap Golem The Log Lumberjack
Wizard
Golem Lumberjack
Golem
Fire Spirit Zap Goblin Hut Wizard The Log Electro Wizard Lumberjack
The Log
Zap Goblin Hut Golem Lumberjack
Electro Wizard
Zap Golem Lumberjack
Lumberjack
Fire Spirit Zap Goblin Hut Wizard Golem The Log Electro Wizard

Defense Synergies 1 15

Fire Spirit
Zap The Log Electro Wizard
Zap
Electro Wizard Fire Spirit Goblin Hut The Log Lumberjack
Goblin Hut
Zap Wizard Electro Wizard Lumberjack
Wizard
Goblin Hut The Log Electro Wizard Lumberjack
Golem
The Log
Fire Spirit Zap Wizard Electro Wizard Lumberjack
Electro Wizard
Zap Fire Spirit Goblin Hut Wizard The Log Lumberjack
Lumberjack
Zap Goblin Hut Wizard The Log 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 Goblin Hut Wizard The Log Electro Wizard
Lumberjack Zap Goblin Hut The Log Electro Wizard
Goblin Hut Lumberjack Fire Spirit Electro Wizard
Goblin Hut Lumberjack Electro Wizard
The Log Lumberjack
The Log Fire Spirit Zap Electro Wizard Lumberjack
Electro Wizard Fire Spirit Zap Goblin Hut Wizard
Zap The Log Electro Wizard
Goblin Hut Lumberjack
Fire Spirit Electro Wizard Lumberjack
Electro Wizard Zap Goblin Hut Wizard The Log Lumberjack
Zap Goblin Hut Wizard Electro Wizard
Goblin Hut Lumberjack Fire Spirit Zap Wizard The Log Electro Wizard
Fire Spirit Wizard Zap Goblin Hut The Log Electro Wizard Lumberjack
Goblin Hut Electro Wizard Lumberjack
Zap Goblin Hut The Log Electro Wizard Lumberjack
Wizard Goblin Hut Electro Wizard Lumberjack
Fire Spirit Zap Goblin Hut Wizard The Log Electro Wizard Lumberjack
Zap Wizard The Log Fire Spirit Goblin Hut Electro Wizard Lumberjack
Goblin Hut Electro Wizard Lumberjack
Wizard Fire Spirit The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Goblin Hut Electro Wizard
Electro Wizard Zap Wizard The Log Lumberjack
Lumberjack Zap Goblin Hut The Log Electro Wizard
Lumberjack Zap The Log Electro Wizard
Goblin Hut Lumberjack
Fire Spirit Wizard Zap Goblin Hut Electro Wizard
Goblin Hut Electro Wizard Lumberjack
Lumberjack
Zap Electro Wizard Goblin Hut The Log
Goblin Hut
Goblin Hut Lumberjack
Zap The Log Electro Wizard
Wizard Lumberjack
Wizard
Goblin Hut Electro Wizard Zap The Log Lumberjack
Zap Goblin Hut Wizard The Log 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.)

The Log
Zap The Log Electro Wizard
Goblin Hut The Log
The Log
Wizard Fire Spirit Zap The Log
Wizard Fire Spirit Zap
Fire Spirit Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Fire Spirit Electro Wizard Lumberjack
Zap Wizard The Log Electro Wizard
Fire Spirit Zap Wizard
Fire Spirit Goblin Hut The Log
Zap Goblin Hut The Log
Zap Goblin Hut Wizard The Log
Goblin Hut Wizard The Log
Fire Spirit Zap Wizard The Log Electro Wizard
Fire Spirit Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Fire Spirit Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard The Log
Zap The Log
Fire Spirit Zap Wizard Electro Wizard
Zap Electro Wizard Goblin Hut Wizard
Zap Wizard The Log
Zap Electro Wizard
Wizard The Log
Zap Electro Wizard Fire Spirit Goblin Hut
Fire Spirit Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard Lumberjack
The Log Zap Wizard
Zap
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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