My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Missing cards in your collection

Electro Wizard

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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 Baby Dragon Electro Wizard Ram Rider

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.

Wizard Baby Dragon Dark Prince Giant Skeleton Electro Wizard Lumberjack Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Missing

Punishments

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

Dark Prince Lumberjack Ram Rider

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.

Baby Dragon Dark Prince Giant Skeleton Lumberjack Ram Rider

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.

Dark Prince Giant Skeleton Electro Wizard Lumberjack Ram Rider

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
Clone Dark Prince Giant Skeleton Ram Rider
Giant Snowball
Clone Baby Dragon Lumberjack Ram Rider
Zap
Clone Dark Prince Ram Rider
Barbarian Barrel
Wizard Clone Dark Prince Giant Skeleton Electro Wizard Lumberjack
The Log
Clone Dark Prince Giant Skeleton Lumberjack Ram Rider
Earthquake
Clone
Arrows
Clone
Royal Delivery
Wizard Clone Baby Dragon Dark Prince Giant Skeleton Electro Wizard Lumberjack Ram Rider
Fireball
Wizard Clone Baby Dragon Electro Wizard Lumberjack Ram Rider
Poison
Wizard Clone Electro Wizard
Lightning
Wizard Baby Dragon Dark Prince Electro Wizard Lumberjack Ram Rider
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Dark Prince

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 Dark Prince Giant Skeleton

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.

Clone Baby Dragon Dark Prince Electro Wizard Lumberjack Wizard Ram Rider Giant Skeleton

Shortest cycle

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

15 Clone Baby Dragon Dark Prince Electro Wizard

Attack Synergies 1 20

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.

Wizard
Dark Prince Giant Skeleton Lumberjack Ram Rider
Clone
Giant Skeleton Baby Dragon Electro Wizard Lumberjack
Baby Dragon
Clone Dark Prince Giant Skeleton Electro Wizard Lumberjack Ram Rider
Dark Prince
Wizard Baby Dragon Electro Wizard Lumberjack Ram Rider
Giant Skeleton
Clone Wizard Baby Dragon Electro Wizard Lumberjack
Electro Wizard
Clone Baby Dragon Dark Prince Giant Skeleton Lumberjack Ram Rider
Lumberjack
Wizard Clone Baby Dragon Dark Prince Giant Skeleton Electro Wizard Ram Rider
Ram Rider
Wizard Baby Dragon Dark Prince Electro Wizard Lumberjack

Defense Synergies 0 13

Wizard
Dark Prince Giant Skeleton Electro Wizard Lumberjack
Clone
Baby Dragon
Dark Prince Giant Skeleton Lumberjack
Dark Prince
Wizard Baby Dragon Electro Wizard
Giant Skeleton
Wizard Baby Dragon Electro Wizard Lumberjack
Electro Wizard
Wizard Dark Prince Giant Skeleton Lumberjack Ram Rider
Lumberjack
Wizard Baby Dragon Giant Skeleton Electro Wizard Ram Rider
Ram Rider
Electro Wizard Lumberjack

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.

Wizard Baby Dragon Electro Wizard Ram Rider
Lumberjack Dark Prince Electro Wizard Ram Rider
Lumberjack Ram Rider Dark Prince Giant Skeleton Electro Wizard
Lumberjack Dark Prince Electro Wizard Ram Rider
Dark Prince Giant Skeleton Lumberjack
Baby Dragon Dark Prince Electro Wizard Lumberjack
Electro Wizard Ram Rider Wizard Baby Dragon
Baby Dragon Giant Skeleton Electro Wizard Ram Rider
Lumberjack
Dark Prince Giant Skeleton Electro Wizard Lumberjack
Electro Wizard Wizard Baby Dragon Dark Prince Giant Skeleton Lumberjack Ram Rider
Wizard Baby Dragon Electro Wizard Ram Rider
Lumberjack Wizard Dark Prince Giant Skeleton Electro Wizard Ram Rider
Wizard Baby Dragon Dark Prince Electro Wizard Lumberjack
Electro Wizard Lumberjack Ram Rider
Electro Wizard Lumberjack Ram Rider
Wizard Dark Prince Electro Wizard Lumberjack
Wizard Baby Dragon Dark Prince Electro Wizard Lumberjack Ram Rider
Wizard Baby Dragon Dark Prince Giant Skeleton Electro Wizard Lumberjack Ram Rider
Electro Wizard Lumberjack Ram Rider
Wizard Dark Prince Baby Dragon Giant Skeleton Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Dark Prince Giant Skeleton Electro Wizard
Electro Wizard Wizard Baby Dragon Lumberjack
Giant Skeleton Lumberjack Dark Prince Electro Wizard Ram Rider
Dark Prince Giant Skeleton Lumberjack Electro Wizard Ram Rider
Giant Skeleton Dark Prince Lumberjack Ram Rider
Wizard Baby Dragon Electro Wizard Ram Rider
Dark Prince Giant Skeleton Electro Wizard Lumberjack Ram Rider
Giant Skeleton Dark Prince Lumberjack
Giant Skeleton Electro Wizard Baby Dragon Dark Prince
Dark Prince Giant Skeleton Lumberjack
Dark Prince Giant Skeleton Electro Wizard
Dark Prince Giant Skeleton Wizard Lumberjack Ram Rider
Wizard Baby Dragon
Electro Wizard Baby Dragon Dark Prince Giant Skeleton Lumberjack
Wizard Baby Dragon Dark Prince Giant Skeleton 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.)

Baby Dragon Giant Skeleton
Baby Dragon Electro Wizard Ram Rider
Baby Dragon Giant Skeleton
Dark Prince Giant Skeleton
Wizard Baby Dragon Dark Prince
Wizard Baby Dragon Ram Rider
Wizard Baby Dragon
Wizard Baby Dragon Ram Rider
Wizard Ram Rider
Electro Wizard Lumberjack
Wizard Dark Prince Electro Wizard Ram Rider
Wizard Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon Dark Prince Electro Wizard
Wizard Baby Dragon
Baby Dragon Giant Skeleton
Wizard
Baby Dragon
Wizard Baby Dragon Dark Prince
Wizard Baby Dragon Electro Wizard Ram Rider
Wizard Baby Dragon Ram Rider
Baby Dragon
Wizard Baby Dragon Electro Wizard
Electro Wizard Wizard
Wizard
Electro Wizard
Giant Skeleton
Wizard
Electro Wizard Dark Prince
Wizard Baby Dragon Electro Wizard Ram Rider
Wizard Baby Dragon Dark Prince Electro Wizard Lumberjack
Wizard Baby Dragon
Giant Skeleton
Dark Prince
Baby Dragon Giant Skeleton Electro Wizard
Electro Wizard
Baby Dragon Dark Prince Giant Skeleton Electro Wizard

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