My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Rascals

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Electro Wizard

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.

Giant Wizard Electro Wizard Lumberjack Sparky

Offensive cards

Win conditions

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

Giant

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.

Giant 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.

Giant 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 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 Skeleton Army Sparky
Giant Snowball
Skeleton Army Lumberjack
Zap
Skeleton Army Sparky
Barbarian Barrel
Wizard Skeleton Army Electro Wizard Lumberjack Sparky
The Log
Skeleton Army Lumberjack Sparky
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Wizard Skeleton Army Electro Wizard Lumberjack Sparky
Fireball
Wizard Skeleton Army Electro Wizard Lumberjack Sparky
Poison
Wizard Skeleton Army Electro Wizard Sparky
Lightning
Wizard Electro Wizard Lumberjack Sparky
Rocket
Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Sparky

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.

Skeleton Army Sparky

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.

Skeleton Army

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.

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.

Mirror Zap Skeleton Army Electro Wizard Lumberjack Giant Wizard Sparky

Shortest cycle

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

9 Mirror Zap Skeleton Army Electro Wizard

Attack Synergies 5 13

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
Giant Mirror Electro Wizard Sparky Lumberjack
Giant
Zap Sparky Wizard Electro Wizard Lumberjack
Wizard
Giant Lumberjack Sparky
Mirror
Zap Skeleton Army Lumberjack Sparky
Skeleton Army
Mirror Sparky
Electro Wizard
Zap Giant Lumberjack Sparky
Lumberjack
Zap Giant Wizard Mirror Electro Wizard Sparky
Sparky
Zap Giant Wizard Mirror Skeleton Army Electro Wizard Lumberjack

Defense Synergies 3 13

Zap
Mirror Electro Wizard Skeleton Army Lumberjack Sparky
Giant
Wizard
Skeleton Army Electro Wizard Lumberjack
Mirror
Zap Skeleton Army Electro Wizard Lumberjack Sparky
Skeleton Army
Mirror Zap Wizard Electro Wizard Lumberjack Sparky
Electro Wizard
Zap Wizard Mirror Skeleton Army Lumberjack
Lumberjack
Zap Wizard Mirror Skeleton Army Electro Wizard
Sparky
Zap Mirror Skeleton Army

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 Wizard Electro Wizard Sparky
Skeleton Army Lumberjack Sparky Zap Electro Wizard
Skeleton Army Lumberjack Sparky Electro Wizard
Skeleton Army Lumberjack Sparky Electro Wizard
Skeleton Army Lumberjack Sparky
Skeleton Army Zap Electro Wizard Lumberjack
Electro Wizard Zap Wizard
Zap Electro Wizard Sparky
Sparky Skeleton Army Lumberjack
Skeleton Army Electro Wizard Lumberjack Sparky
Skeleton Army Electro Wizard Zap Wizard Lumberjack
Zap Wizard Electro Wizard
Skeleton Army Lumberjack Sparky Zap Wizard Electro Wizard
Wizard Skeleton Army Sparky Zap Electro Wizard Lumberjack
Skeleton Army Sparky Electro Wizard Lumberjack
Skeleton Army Zap Electro Wizard Lumberjack Sparky
Wizard Sparky Skeleton Army Electro Wizard Lumberjack
Zap Wizard Skeleton Army Electro Wizard Lumberjack
Zap Wizard Electro Wizard Lumberjack
Sparky Electro Wizard Lumberjack
Wizard Skeleton Army Electro Wizard Lumberjack Sparky

Counters to secondary win conditions

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

Skeleton Army Lumberjack Zap Electro Wizard Sparky
Electro Wizard Zap Wizard Lumberjack
Skeleton Army Lumberjack Zap Electro Wizard Sparky
Skeleton Army Lumberjack Zap Electro Wizard Sparky
Skeleton Army Lumberjack Sparky
Wizard Zap Electro Wizard
Skeleton Army Sparky Electro Wizard Lumberjack
Skeleton Army Lumberjack Sparky
Zap Electro Wizard Skeleton Army Sparky
Skeleton Army Sparky
Lumberjack Sparky
Skeleton Army Zap Electro Wizard
Skeleton Army Wizard Lumberjack Sparky
Wizard Skeleton Army Sparky
Skeleton Army Electro Wizard Sparky Zap Lumberjack
Zap Wizard Electro Wizard Sparky

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.)

Sparky
Zap Electro Wizard
Sparky
Sparky
Wizard Zap Sparky
Wizard Zap
Wizard Sparky
Zap Wizard
Zap Wizard
Electro Wizard Lumberjack Sparky
Zap Wizard Electro Wizard Sparky
Zap Wizard
Sparky
Zap Sparky
Zap Wizard Sparky
Wizard Sparky
Sparky
Sparky
Zap Wizard Electro Wizard Sparky
Zap Wizard
Sparky
Wizard
Sparky
Zap
Zap Wizard Sparky
Zap Wizard Electro Wizard Sparky
Zap Wizard Sparky
Zap Sparky
Zap Wizard Electro Wizard Sparky
Zap Electro Wizard Wizard
Sparky
Zap Wizard Sparky
Zap Electro Wizard Sparky
Sparky
Wizard Sparky
Zap Electro Wizard Skeleton Army
Zap Wizard Electro Wizard
Wizard Electro Wizard Lumberjack Sparky
Zap Wizard
Zap Sparky
Sparky
Zap Electro Wizard Sparky
Zap Electro Wizard
Zap Electro Wizard Sparky

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