My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Witch Electro Wizard

Defensive buildings

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

Barbarian Hut

Investments

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

Barbarian Hut Witch Balloon Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Balloon

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.

Balloon 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.

Barbarians Balloon 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.

Balloon 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
Balloon
Giant Snowball
Barbarians Witch Balloon Lumberjack
Zap
Witch Balloon
Barbarian Barrel
Barbarians Barbarian Hut Witch Electro Wizard Lumberjack
The Log
Barbarians Barbarian Hut Witch Lumberjack
Earthquake
Barbarians Barbarian Hut Witch
Arrows
Witch
Royal Delivery
Barbarians Witch Balloon Electro Wizard Lumberjack
Fireball
Barbarians Barbarian Hut Witch Balloon Electro Wizard Lumberjack
Poison
Barbarians Barbarian Hut Witch Balloon Electro Wizard
Lightning
Barbarian Hut Witch Balloon Electro Wizard Lumberjack
Rocket
Barbarians Barbarian Hut Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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.

Arrows

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.

Barbarians Witch 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.

Zap Arrows Electro Wizard Lumberjack Barbarians Witch Balloon Barbarian Hut

Shortest cycle

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

13 Zap Arrows Electro Wizard Lumberjack

Attack Synergies 5 9

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
Arrows Balloon Electro Wizard Barbarian Hut Witch Lumberjack
Arrows
Zap Balloon Barbarian Hut Lumberjack
Barbarians
Balloon
Barbarian Hut
Zap Arrows
Witch
Zap Lumberjack
Balloon
Zap Arrows Lumberjack Barbarians Electro Wizard
Electro Wizard
Zap Balloon Lumberjack
Lumberjack
Balloon Zap Arrows Witch Electro Wizard

Defense Synergies 1 12

Zap
Electro Wizard Arrows Barbarians Barbarian Hut Witch Lumberjack
Arrows
Zap Barbarians Barbarian Hut Lumberjack
Barbarians
Zap Arrows
Barbarian Hut
Zap Arrows Electro Wizard
Witch
Zap Electro Wizard Lumberjack
Balloon
Electro Wizard
Zap Barbarian Hut Witch Lumberjack
Lumberjack
Zap Arrows Witch 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.

Barbarian Hut Zap Electro Wizard
Barbarians Barbarian Hut Lumberjack Zap Witch Electro Wizard
Barbarians Barbarian Hut Witch Lumberjack Electro Wizard
Barbarians Barbarian Hut Witch Lumberjack Electro Wizard
Arrows Barbarians Lumberjack
Arrows Zap Electro Wizard Lumberjack
Electro Wizard Zap Arrows Barbarian Hut Witch
Barbarian Hut Zap Arrows Barbarians Electro Wizard
Barbarians Barbarian Hut Witch Lumberjack
Barbarians Electro Wizard Lumberjack
Barbarians Witch Electro Wizard Zap Arrows Lumberjack
Arrows Zap Barbarian Hut Witch Electro Wizard
Barbarians Barbarian Hut Lumberjack Zap Witch Electro Wizard
Barbarian Hut Zap Arrows Barbarians Witch Electro Wizard Lumberjack
Barbarians Barbarian Hut Electro Wizard Lumberjack
Barbarians Barbarian Hut Zap Electro Wizard Lumberjack
Barbarians Barbarian Hut Arrows Witch Electro Wizard Lumberjack
Arrows Zap Barbarians Barbarian Hut Witch Electro Wizard Lumberjack
Zap Arrows Witch Barbarians Barbarian Hut Electro Wizard Lumberjack
Barbarians Barbarian Hut Electro Wizard Lumberjack
Arrows Barbarians Witch Electro Wizard Lumberjack

Counters to secondary win conditions

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

Barbarians Barbarian Hut Lumberjack Zap Witch Electro Wizard
Electro Wizard Zap Arrows Lumberjack
Barbarians Lumberjack Zap Barbarian Hut Witch Electro Wizard
Lumberjack Zap Barbarians Barbarian Hut Electro Wizard
Barbarians Barbarian Hut Witch Lumberjack
Arrows Zap Witch Electro Wizard
Barbarians Barbarian Hut Witch Electro Wizard Lumberjack
Barbarians Barbarian Hut Lumberjack
Zap Electro Wizard Barbarians Barbarian Hut Witch
Witch Barbarians Barbarian Hut
Barbarians Witch Lumberjack
Zap Arrows Barbarians Electro Wizard
Barbarians Barbarian Hut Witch Lumberjack
Barbarians Barbarian Hut Witch
Barbarians Witch Electro Wizard Zap Barbarian Hut Lumberjack
Arrows Zap Barbarians Barbarian Hut Witch 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.)

Arrows Barbarian Hut
Arrows Zap Electro Wizard
Arrows Barbarian Hut
Arrows Barbarians Barbarian Hut
Zap Arrows
Arrows Zap Witch
Arrows Witch
Arrows Zap Barbarian Hut
Arrows Zap
Electro Wizard Lumberjack
Zap Arrows Electro Wizard
Zap Arrows
Barbarian Hut
Arrows
Zap Arrows Barbarian Hut
Zap Arrows Barbarian Hut Witch
Arrows Barbarian Hut
Arrows
Zap Arrows Electro Wizard
Zap Arrows Witch
Arrows
Zap Arrows Barbarians Barbarian Hut
Zap Arrows Witch
Witch
Arrows Zap Witch Electro Wizard
Zap Arrows Witch
Zap Arrows
Zap Arrows Witch Electro Wizard
Zap Electro Wizard Witch
Zap Arrows
Zap Arrows Electro Wizard
Arrows
Zap Electro Wizard Barbarians Barbarian Hut Witch
Zap Arrows Witch Electro Wizard
Arrows
Electro Wizard Lumberjack
Arrows Zap
Zap Arrows
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard

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