My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

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.

Prince Electro Wizard Inferno Dragon 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 The Log

Punishments

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log

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.

Prince Inferno Dragon

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 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 The Log Electro Wizard Inferno Dragon Lumberjack Barbarians Prince

Shortest cycle

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

8 Mirror Zap The Log Electro Wizard

Attack Synergies 4 8

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
Mirror Prince Electro Wizard The Log Lumberjack
Barbarians
Mirror
Zap The Log Lumberjack
Prince
Zap The Log Electro Wizard Lumberjack
The Log
Mirror Zap Prince Lumberjack
Electro Wizard
Zap Prince Lumberjack
Inferno Dragon
Lumberjack
Zap Mirror Prince The Log Electro Wizard

Defense Synergies 3 15

Zap
Mirror Electro Wizard Barbarians Prince The Log Inferno Dragon Lumberjack
Barbarians
Zap
Mirror
Zap The Log Electro Wizard Inferno Dragon Lumberjack
Prince
The Log Zap Electro Wizard
The Log
Prince Zap Mirror Electro Wizard Inferno Dragon Lumberjack
Electro Wizard
Zap Mirror Prince The Log Inferno Dragon Lumberjack
Inferno Dragon
Zap Mirror The Log Electro Wizard
Lumberjack
Zap Mirror The Log 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.

Zap The Log Electro Wizard
Barbarians Inferno Dragon Lumberjack Zap Prince The Log Electro Wizard
Barbarians Prince Lumberjack Electro Wizard Inferno Dragon
Barbarians Prince Inferno Dragon Lumberjack Electro Wizard
Barbarians Prince The Log Lumberjack
The Log Zap Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Zap
Zap Barbarians The Log Electro Wizard
Barbarians Inferno Dragon Prince Lumberjack
Barbarians Prince Electro Wizard Lumberjack
Barbarians Electro Wizard Zap The Log Lumberjack
Inferno Dragon Zap Electro Wizard
Barbarians Prince Lumberjack Zap The Log Electro Wizard
Zap Barbarians Prince The Log Electro Wizard Lumberjack
Barbarians Inferno Dragon Prince Electro Wizard Lumberjack
Barbarians Zap Prince The Log Electro Wizard Inferno Dragon Lumberjack
Barbarians Prince Electro Wizard Lumberjack
Zap Barbarians Prince The Log Electro Wizard Lumberjack
Zap The Log Barbarians Electro Wizard Inferno Dragon Lumberjack
Barbarians Prince Electro Wizard Inferno Dragon Lumberjack
Barbarians Prince The Log Electro Wizard Lumberjack
Inferno Dragon Lumberjack

Counters to secondary win conditions

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

Barbarians Lumberjack Zap Prince Electro Wizard
Electro Wizard Zap Prince The Log Inferno Dragon Lumberjack
Barbarians Lumberjack Zap Prince The Log Electro Wizard
Prince Lumberjack Zap Barbarians The Log Electro Wizard
Barbarians Prince Inferno Dragon Lumberjack
Zap Electro Wizard
Prince Barbarians Electro Wizard Lumberjack
Barbarians Prince Inferno Dragon Lumberjack
Zap Electro Wizard Barbarians Prince The Log Inferno Dragon
Barbarians Inferno Dragon
Inferno Dragon Barbarians Prince Lumberjack
Zap Barbarians Prince The Log Electro Wizard
Barbarians Prince Lumberjack
Barbarians
Barbarians Electro Wizard Zap Prince The Log Inferno Dragon Lumberjack
Zap Barbarians The Log Electro Wizard Inferno Dragon
Zap 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.)

The Log
Zap The Log Electro Wizard
The Log
Barbarians Prince The Log
Zap The Log
Zap
The Log
The Log Zap
The Log Zap
Prince Electro Wizard Lumberjack
Zap Prince The Log Electro Wizard
Zap
The Log
Zap Prince The Log
Zap The Log
The Log
Zap Prince The Log Electro Wizard
Zap The Log
Prince The Log
Prince The Log
Zap Barbarians The Log
Zap The Log
Inferno Dragon
The Log Zap Electro Wizard
Zap Prince The Log
Zap The Log
Zap Electro Wizard
Zap Electro Wizard
Zap The Log
Zap Electro Wizard
Prince
The Log
Zap Electro Wizard Barbarians Prince
Zap Electro Wizard
The Log
Prince Electro Wizard Lumberjack
The Log Zap
Zap
Prince
Zap The Log Electro Wizard
Zap Electro Wizard
Zap Prince The Log Electro Wizard
Prince Inferno Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: