My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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.

Minion Horde Baby Dragon Ice Wizard Electro 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.

Baby Dragon Prince Ice Wizard Electro Wizard Magic Archer Lumberjack

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

Punishments

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

Prince 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.

Minion Horde Baby Dragon Prince Magic Archer 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.

Electro Wizard 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
Minion Horde Prince
Giant Snowball
Minion Horde Baby Dragon Lumberjack
Zap
Minion Horde Prince
Barbarian Barrel
Ice Wizard Electro Wizard Magic Archer Lumberjack
The Log
Prince Lumberjack
Earthquake
Arrows
Minion Horde
Royal Delivery
Minion Horde Baby Dragon Prince Ice Wizard Electro Wizard Magic Archer Lumberjack
Fireball
Minion Horde Baby Dragon Ice Wizard Electro Wizard Magic Archer Lumberjack
Poison
Minion Horde Ice Wizard Electro Wizard Magic Archer
Lightning
Baby Dragon Prince Ice Wizard Electro Wizard Magic Archer Lumberjack
Rocket
Minion Horde Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Ice Wizard Magic Archer

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.

Baby Dragon Prince 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.

Minion Horde Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Ice Wizard Baby Dragon Electro Wizard Magic Archer Lumberjack Minion Horde Prince

Shortest cycle

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

13 Zap Ice Wizard Baby Dragon Electro Wizard

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
Prince Electro Wizard Minion Horde Baby Dragon Ice Wizard Magic Archer Lumberjack
Minion Horde
Zap Prince Lumberjack
Baby Dragon
Zap Prince Ice Wizard Electro Wizard Lumberjack
Prince
Zap Minion Horde Baby Dragon Ice Wizard Electro Wizard Magic Archer Lumberjack
Ice Wizard
Zap Baby Dragon Prince Lumberjack
Electro Wizard
Zap Baby Dragon Prince Magic Archer Lumberjack
Magic Archer
Zap Prince Electro Wizard Lumberjack
Lumberjack
Zap Minion Horde Baby Dragon Prince Ice Wizard Electro Wizard Magic Archer

Defense Synergies 2 16

Zap
Electro Wizard Minion Horde Baby Dragon Prince Ice Wizard Magic Archer Lumberjack
Minion Horde
Zap Ice Wizard
Baby Dragon
Ice Wizard Zap Prince Lumberjack
Prince
Zap Baby Dragon Ice Wizard Electro Wizard Magic Archer
Ice Wizard
Baby Dragon Zap Minion Horde Prince Lumberjack
Electro Wizard
Zap Prince Magic Archer Lumberjack
Magic Archer
Zap Prince Electro Wizard Lumberjack
Lumberjack
Zap Baby Dragon Ice Wizard Electro 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 Minion Horde Baby Dragon Electro Wizard Magic Archer
Minion Horde Lumberjack Zap Prince Ice Wizard Electro Wizard
Minion Horde Prince Lumberjack Ice Wizard Electro Wizard
Minion Horde Prince Lumberjack Ice Wizard Electro Wizard
Prince Lumberjack
Zap Baby Dragon Ice Wizard Electro Wizard Magic Archer Lumberjack
Minion Horde Electro Wizard Zap Baby Dragon Ice Wizard Magic Archer
Zap Baby Dragon Electro Wizard Magic Archer
Minion Horde Prince Ice Wizard Lumberjack
Minion Horde Prince Ice Wizard Electro Wizard Lumberjack
Minion Horde Ice Wizard Electro Wizard Zap Baby Dragon Magic Archer Lumberjack
Minion Horde Zap Baby Dragon Ice Wizard Electro Wizard Magic Archer
Minion Horde Prince Lumberjack Zap Ice Wizard Electro Wizard
Zap Minion Horde Baby Dragon Prince Electro Wizard Magic Archer Lumberjack
Minion Horde Prince Electro Wizard Lumberjack
Minion Horde Zap Prince Electro Wizard Lumberjack
Minion Horde Prince Electro Wizard Lumberjack
Zap Minion Horde Baby Dragon Prince Ice Wizard Electro Wizard Magic Archer Lumberjack
Zap Baby Dragon Ice Wizard Electro Wizard Magic Archer Lumberjack
Prince Electro Wizard Lumberjack
Minion Horde Baby Dragon Prince Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Prince Electro Wizard
Electro Wizard Zap Baby Dragon Prince Magic Archer Lumberjack
Lumberjack Zap Minion Horde Prince Electro Wizard
Prince Lumberjack Zap Minion Horde Electro Wizard
Minion Horde Prince Lumberjack
Zap Minion Horde Baby Dragon Ice Wizard Electro Wizard Magic Archer
Prince Minion Horde Ice Wizard Electro Wizard Lumberjack
Minion Horde Prince Lumberjack
Zap Minion Horde Electro Wizard Baby Dragon Prince Magic Archer
Minion Horde
Minion Horde Prince Lumberjack
Zap Prince Electro Wizard
Prince Minion Horde Lumberjack
Minion Horde Baby Dragon Magic Archer
Electro Wizard Zap Minion Horde Baby Dragon Prince Magic Archer Lumberjack
Zap Minion Horde Baby Dragon Ice Wizard Electro 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 Minion Horde Baby Dragon
Zap Baby Dragon Ice Wizard Electro Wizard Magic Archer
Minion Horde Baby Dragon Magic Archer
Prince
Zap Minion Horde Baby Dragon Magic Archer
Zap Minion Horde Baby Dragon Ice Wizard Magic Archer
Minion Horde Baby Dragon Magic Archer
Zap Baby Dragon Ice Wizard Magic Archer
Zap
Minion Horde Prince Electro Wizard Lumberjack
Zap Minion Horde Prince Electro Wizard Magic Archer
Zap Baby Dragon Magic Archer
Baby Dragon Magic Archer
Minion Horde Baby Dragon Magic Archer
Zap Baby Dragon Prince Magic Archer
Zap Minion Horde Baby Dragon Magic Archer
Magic Archer Minion Horde Baby Dragon
Minion Horde
Zap Baby Dragon Prince Electro Wizard Magic Archer
Zap Baby Dragon Magic Archer
Minion Horde Baby Dragon Prince Magic Archer
Prince
Zap Minion Horde Baby Dragon
Zap Baby Dragon Ice Wizard Magic Archer
Minion Horde
Zap Baby Dragon Ice Wizard Electro Wizard Magic Archer
Zap Baby Dragon Prince Magic Archer
Zap Baby Dragon Magic Archer
Zap Minion Horde Baby Dragon Ice Wizard Electro Wizard Magic Archer
Zap Electro Wizard Minion Horde
Minion Horde
Zap Minion Horde Magic Archer
Zap Minion Horde Electro Wizard Magic Archer
Minion Horde Prince
Magic Archer
Zap Minion Horde Electro Wizard Prince Magic Archer
Zap Baby Dragon Ice Wizard Electro Wizard Magic Archer
Minion Horde Baby Dragon Prince Electro Wizard Magic Archer Lumberjack
Zap Baby Dragon Magic Archer
Zap
Minion Horde Prince
Zap Minion Horde Baby Dragon Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Baby Dragon Prince Electro Wizard Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: