My Best Clash Royale Deck

Deck Check Rating

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

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.

Minion Horde Baby Dragon 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 Golem Magic Archer 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 Freeze

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.

Minion Horde Baby Dragon Golem 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.

Golem 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 Clone
Giant Snowball
Minion Horde Clone Baby Dragon Lumberjack
Zap
Minion Horde Clone
Barbarian Barrel
Clone Magic Archer Lumberjack
The Log
Clone Lumberjack
Earthquake
Clone
Arrows
Minion Horde Clone
Royal Delivery
Minion Horde Clone Baby Dragon Magic Archer Lumberjack
Fireball
Minion Horde Clone Baby Dragon Magic Archer Lumberjack
Poison
Minion Horde Clone Magic Archer
Lightning
Baby Dragon Magic Archer Lumberjack
Rocket
Minion Horde Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Freeze Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Freeze Magic Archer

Ladder info

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.

Clone Baby Dragon Freeze 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.

Minion Horde

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 Clone Baby Dragon Freeze Magic Archer Lumberjack Minion Horde Golem

Shortest cycle

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

13 Zap Clone Baby Dragon Freeze

Attack Synergies 2 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.

Zap
Minion Horde Baby Dragon Freeze Golem Magic Archer Lumberjack
Minion Horde
Zap Clone Freeze Golem Lumberjack
Clone
Golem Minion Horde Baby Dragon Magic Archer Lumberjack
Baby Dragon
Golem Zap Clone Lumberjack
Freeze
Zap Minion Horde
Golem
Clone Baby Dragon Zap Minion Horde Magic Archer Lumberjack
Magic Archer
Zap Clone Golem Lumberjack
Lumberjack
Zap Minion Horde Clone Baby Dragon Golem Magic Archer

Defense Synergies 0 8

Zap
Minion Horde Baby Dragon Magic Archer Lumberjack
Minion Horde
Zap Freeze
Clone
Baby Dragon
Zap Lumberjack
Freeze
Minion Horde Lumberjack
Golem
Magic Archer
Zap Lumberjack
Lumberjack
Zap Baby Dragon Freeze 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 Magic Archer
Minion Horde Lumberjack Zap
Minion Horde Lumberjack Freeze
Minion Horde Lumberjack
Lumberjack
Freeze Zap Baby Dragon Magic Archer Lumberjack
Minion Horde Zap Baby Dragon Freeze Magic Archer
Zap Baby Dragon Magic Archer
Minion Horde Lumberjack
Minion Horde Lumberjack
Minion Horde Zap Baby Dragon Freeze Magic Archer Lumberjack
Minion Horde Zap Baby Dragon Magic Archer
Minion Horde Lumberjack Zap Freeze
Zap Minion Horde Baby Dragon Freeze Magic Archer Lumberjack
Minion Horde Lumberjack
Minion Horde Zap Freeze Lumberjack
Minion Horde Lumberjack
Zap Minion Horde Baby Dragon Magic Archer Lumberjack
Zap Baby Dragon Freeze Magic Archer Lumberjack
Lumberjack
Minion Horde Baby Dragon Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap
Zap Baby Dragon Magic Archer Lumberjack
Lumberjack Zap Minion Horde
Lumberjack Zap Minion Horde
Minion Horde Lumberjack
Zap Minion Horde Baby Dragon Freeze Magic Archer
Minion Horde Lumberjack
Minion Horde Lumberjack
Zap Minion Horde Freeze Baby Dragon Magic Archer
Minion Horde
Minion Horde Lumberjack
Zap
Minion Horde Lumberjack
Minion Horde Baby Dragon Magic Archer
Zap Minion Horde Baby Dragon Freeze Magic Archer Lumberjack
Zap Minion Horde Baby Dragon Freeze 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 Freeze
Zap Baby Dragon Magic Archer
Minion Horde Baby Dragon Magic Archer
Freeze
Zap Minion Horde Baby Dragon Magic Archer
Zap Minion Horde Baby Dragon Freeze Magic Archer
Minion Horde Baby Dragon Magic Archer
Zap Baby Dragon Freeze Magic Archer
Zap
Minion Horde Lumberjack
Zap Minion Horde Magic Archer
Zap Baby Dragon Magic Archer
Baby Dragon Magic Archer
Minion Horde Baby Dragon Freeze Magic Archer
Zap Baby Dragon Magic Archer
Zap Minion Horde Baby Dragon Magic Archer
Magic Archer Minion Horde Baby Dragon
Freeze
Minion Horde
Zap Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Minion Horde Baby Dragon Magic Archer
Zap Minion Horde Baby Dragon
Zap Freeze Baby Dragon Magic Archer
Minion Horde
Zap Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Zap Minion Horde Baby Dragon Magic Archer
Zap Minion Horde Freeze
Minion Horde
Zap Minion Horde Magic Archer
Zap Minion Horde Freeze Magic Archer
Minion Horde
Magic Archer
Zap Minion Horde Freeze Magic Archer
Zap Baby Dragon Magic Archer
Freeze
Minion Horde Baby Dragon Magic Archer Lumberjack
Zap Baby Dragon Magic Archer
Zap
Minion Horde
Zap Minion Horde Baby Dragon Freeze Magic Archer
Zap Magic Archer
Zap Baby Dragon Freeze Magic Archer

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