My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Royal Ghost Magic Archer

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!
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 Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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 Ice Golem

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.

Ice Golem 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 Fireball Rage Freeze 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.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Ice 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.

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 Lumberjack
Zap
Fire Spirit
Barbarian Barrel
Fire Spirit Lumberjack
The Log
Fire Spirit Lumberjack
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Lumberjack
Fireball
Lumberjack
Poison
Lightning
Ice Golem Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Ice Golem Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Ice Golem Fireball Freeze 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 Ice Golem Rage 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.

Fireball

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 Ice Golem Fireball

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 Ice Golem Rage The Log Fireball Freeze Lumberjack

Shortest cycle

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

7 Fire Spirit Zap Ice Golem Rage

Attack Synergies 2 10

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 Ice Golem Lumberjack
Zap
Fireball Fire Spirit Ice Golem Freeze The Log Lumberjack
Ice Golem
Lumberjack Fire Spirit Zap
Fireball
Zap Freeze The Log
Rage
Freeze
Zap Fireball
The Log
Zap Fireball Lumberjack
Lumberjack
Ice Golem Fire Spirit Zap The Log

Defense Synergies 2 13

Fire Spirit
Zap Ice Golem The Log
Zap
Fireball Fire Spirit Ice Golem The Log Lumberjack
Ice Golem
Fire Spirit Zap Fireball The Log Lumberjack
Fireball
Zap The Log Ice Golem Freeze Lumberjack
Rage
Freeze
Fireball Lumberjack
The Log
Fireball Fire Spirit Zap Ice Golem Lumberjack
Lumberjack
Zap Ice Golem Fireball Freeze The Log

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 Ice Golem Fireball The Log
Lumberjack Zap The Log
Lumberjack Fire Spirit Freeze
Lumberjack
Fireball The Log Lumberjack
Fireball Freeze The Log Fire Spirit Zap Lumberjack
Fire Spirit Zap Fireball Freeze
Zap Ice Golem Fireball The Log
Lumberjack
Fire Spirit Ice Golem Lumberjack
Zap Ice Golem Fireball Freeze The Log Lumberjack
Zap Fireball
Lumberjack Fire Spirit Zap Fireball Freeze The Log
Fire Spirit Fireball Zap Freeze The Log Lumberjack
Lumberjack
Zap Fireball Freeze The Log Lumberjack
Fireball Lumberjack
Fire Spirit Fireball Zap The Log Lumberjack
Zap Freeze The Log Fire Spirit Ice Golem Fireball Lumberjack
Lumberjack
Fire Spirit Fireball The Log Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Ice Golem Fireball
Fireball Zap Ice Golem The Log Lumberjack
Lumberjack Zap Ice Golem The Log
Lumberjack Zap Ice Golem Fireball The Log
Lumberjack
Fire Spirit Fireball Zap Ice Golem Freeze
Ice Golem Fireball Lumberjack
Lumberjack
Zap Freeze Ice Golem Fireball The Log
Lumberjack
Zap Fireball The Log
Ice Golem Fireball Lumberjack
Fireball
Zap Ice Golem Fireball Freeze The Log Lumberjack
Zap Ice Golem Fireball Freeze The Log

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.)

Fireball Ice Golem Freeze The Log
Fireball Zap The Log
Fireball The Log
Ice Golem Fireball Freeze The Log
Fireball Fire Spirit Zap The Log
Fireball Fire Spirit Zap Ice Golem Freeze
Fire Spirit The Log
Fireball The Log Fire Spirit Zap Ice Golem Freeze
Fireball The Log Zap
Fire Spirit Fireball Lumberjack
Zap Fireball The Log
Fireball Fire Spirit Zap
Fire Spirit Ice Golem Fireball The Log
Fireball Freeze
Zap Ice Golem Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball Freeze
Fire Spirit Zap Fireball The Log
Fire Spirit Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap Ice Golem Freeze The Log Fire Spirit Fireball
Fireball The Log Zap
Fireball Zap The Log
Fireball Zap The Log
Fire Spirit Zap Ice Golem Fireball
Zap Fireball Freeze
Fireball
Zap Fireball The Log
Zap Fireball Freeze
Fireball The Log
Zap Fire Spirit Fireball Freeze
Fireball Fire Spirit Zap
Freeze
The Log Fireball
Fireball Lumberjack
The Log Zap Ice Golem Fireball
Zap Fireball
Zap Fireball Freeze The Log
Zap Fireball
Zap Fireball Freeze The Log

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