My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Zappies Princess Ice Wizard Royal Ghost Inferno Dragon Magic Archer Lumberjack Night Witch Sparky

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard Electro Wizard Inferno Dragon

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.

Knight Wizard Royal Ghost Electro Wizard Inferno Dragon Lumberjack

Offensive cards

Win conditions

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

Graveyard

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

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

Royal Ghost Lumberjack Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Graveyard

Dropped at the bridge

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

Knight Royal Ghost 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.

Royal Ghost Electro Wizard Lumberjack Graveyard

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
Inferno Dragon Graveyard
Giant Snowball
Inferno Dragon Lumberjack Graveyard
Zap
Inferno Dragon Graveyard
Barbarian Barrel
Knight Wizard Royal Ghost Electro Wizard Lumberjack Graveyard
The Log
Lumberjack Graveyard
Earthquake
Graveyard
Arrows
Graveyard
Royal Delivery
Knight Wizard Royal Ghost Electro Wizard Inferno Dragon Lumberjack Graveyard
Fireball
Wizard Electro Wizard Inferno Dragon Lumberjack
Poison
Wizard Electro Wizard Graveyard
Lightning
Knight Wizard Electro Wizard Inferno Dragon Lumberjack
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Royal Ghost

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 Knight Royal Ghost Inferno Dragon

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.

Graveyard

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.

Arrows Knight Royal Ghost Electro Wizard Inferno Dragon Lumberjack Wizard Graveyard

Shortest cycle

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

13 Arrows Knight Royal Ghost Electro Wizard

Attack Synergies 3 11

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.

Arrows
Graveyard Knight Lumberjack
Knight
Graveyard Arrows Wizard Electro Wizard Lumberjack
Wizard
Knight Royal Ghost Lumberjack
Royal Ghost
Wizard Electro Wizard Lumberjack
Electro Wizard
Graveyard Knight Royal Ghost Lumberjack
Inferno Dragon
Lumberjack
Arrows Knight Wizard Royal Ghost Electro Wizard Graveyard
Graveyard
Arrows Knight Electro Wizard Lumberjack

Defense Synergies 1 10

Arrows
Knight Lumberjack
Knight
Electro Wizard Arrows Wizard Lumberjack
Wizard
Knight Royal Ghost Electro Wizard Lumberjack
Royal Ghost
Wizard Electro Wizard
Electro Wizard
Knight Wizard Royal Ghost Inferno Dragon Lumberjack
Inferno Dragon
Electro Wizard
Lumberjack
Arrows Knight Wizard Electro Wizard
Graveyard

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.

Knight Wizard Electro Wizard
Inferno Dragon Lumberjack Knight Electro Wizard
Lumberjack Knight Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Knight Electro Wizard
Arrows Lumberjack
Arrows Royal Ghost Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Arrows Wizard
Arrows Electro Wizard
Inferno Dragon Lumberjack
Knight Royal Ghost Electro Wizard Lumberjack
Electro Wizard Arrows Knight Wizard Royal Ghost Lumberjack
Arrows Inferno Dragon Wizard Electro Wizard
Lumberjack Knight Wizard Electro Wizard
Wizard Arrows Royal Ghost Electro Wizard Lumberjack
Inferno Dragon Knight Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Lumberjack
Wizard Arrows Knight Electro Wizard Lumberjack
Arrows Knight Wizard Royal Ghost Electro Wizard Lumberjack
Arrows Wizard Knight Royal Ghost Electro Wizard Inferno Dragon Lumberjack
Electro Wizard Inferno Dragon Lumberjack
Wizard Royal Ghost Arrows Knight Electro Wizard Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Royal Ghost Electro Wizard
Electro Wizard Arrows Knight Wizard Royal Ghost Inferno Dragon Lumberjack
Lumberjack Knight Electro Wizard
Lumberjack Knight Electro Wizard
Knight Inferno Dragon Lumberjack
Arrows Wizard Electro Wizard
Knight Electro Wizard Lumberjack
Knight Inferno Dragon Lumberjack
Electro Wizard Knight Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Lumberjack
Arrows Electro Wizard
Knight Wizard Lumberjack
Wizard
Electro Wizard Knight Inferno Dragon Lumberjack
Arrows Wizard Royal Ghost Electro Wizard Inferno Dragon

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 Knight Royal Ghost
Arrows Royal Ghost Electro Wizard
Arrows
Arrows Knight
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Electro Wizard Lumberjack
Arrows Knight Wizard Electro Wizard
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Inferno Dragon
Arrows Wizard Royal Ghost Electro Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Electro Wizard Wizard
Arrows Wizard
Arrows Electro Wizard
Arrows Wizard
Electro Wizard
Arrows Wizard Electro Wizard
Arrows
Knight Wizard Electro Wizard Lumberjack
Arrows Wizard
Arrows
Electro Wizard
Electro Wizard
Royal Ghost Electro Wizard

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