My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Magic Archer

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 Giant Skeleton Fisherman Electro Wizard Magic Archer Sparky

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.

The Log

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 Skeleton Magic Archer

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.

Giant Skeleton Electro Wizard Magic Archer

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
Guards Giant Skeleton Fisherman Sparky
Giant Snowball
Guards Fisherman
Zap
Guards Fisherman Sparky
Barbarian Barrel
Wizard Guards Giant Skeleton Electro Wizard Magic Archer Sparky
The Log
Guards Giant Skeleton Fisherman Sparky
Earthquake
Guards
Arrows
Guards
Royal Delivery
Wizard Guards Giant Skeleton Fisherman Electro Wizard Magic Archer Sparky
Fireball
Wizard Fisherman Electro Wizard Magic Archer Sparky
Poison
Wizard Guards Fisherman Electro Wizard Magic Archer Sparky
Lightning
Wizard Fisherman Electro Wizard Magic Archer Sparky
Rocket
Wizard Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log Magic Archer Sparky

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.

Guards Giant Skeleton Sparky

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.

The Log Guards Fisherman Electro Wizard Magic Archer Wizard Giant Skeleton Sparky

Shortest cycle

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

12 The Log Guards Fisherman Electro Wizard

Attack Synergies 0 14

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
Giant Skeleton Sparky
Guards
The Log
Giant Skeleton
Wizard The Log Fisherman Electro Wizard Magic Archer Sparky
The Log
Guards Giant Skeleton Fisherman Magic Archer Sparky
Fisherman
Giant Skeleton The Log Sparky
Electro Wizard
Giant Skeleton Magic Archer Sparky
Magic Archer
Giant Skeleton The Log Electro Wizard
Sparky
Wizard Giant Skeleton The Log Fisherman Electro Wizard

Defense Synergies 1 18

Wizard
Guards Giant Skeleton The Log Electro Wizard
Guards
Fisherman Wizard Giant Skeleton The Log Electro Wizard Magic Archer Sparky
Giant Skeleton
Wizard Guards The Log Electro Wizard Magic Archer
The Log
Wizard Guards Giant Skeleton Fisherman Electro Wizard Magic Archer Sparky
Fisherman
Guards The Log Magic Archer
Electro Wizard
Wizard Guards Giant Skeleton The Log Magic Archer
Magic Archer
Guards Giant Skeleton The Log Fisherman Electro Wizard
Sparky
Guards 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.

Wizard The Log Electro Wizard Magic Archer Sparky
Sparky The Log Fisherman Electro Wizard
Fisherman Sparky Giant Skeleton Electro Wizard
Sparky Guards Fisherman Electro Wizard
Giant Skeleton The Log Sparky
The Log Guards Electro Wizard Magic Archer
Electro Wizard Wizard Magic Archer
Giant Skeleton The Log Electro Wizard Magic Archer Sparky
Sparky Fisherman
Guards Giant Skeleton Fisherman Electro Wizard Sparky
Guards Electro Wizard Wizard Giant Skeleton The Log Fisherman Magic Archer
Wizard Electro Wizard Magic Archer
Sparky Wizard Guards Giant Skeleton The Log Electro Wizard
Wizard Sparky Guards The Log Electro Wizard Magic Archer
Sparky Electro Wizard
The Log Fisherman Electro Wizard Sparky
Wizard Sparky Fisherman Electro Wizard
Wizard Guards The Log Fisherman Electro Wizard Magic Archer
Wizard The Log Guards Giant Skeleton Fisherman Electro Wizard Magic Archer
Sparky Fisherman Electro Wizard
Wizard Guards Giant Skeleton The Log Fisherman Electro Wizard Sparky

Counters to secondary win conditions

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

Guards Giant Skeleton Fisherman Electro Wizard Sparky
Electro Wizard Wizard The Log Fisherman Magic Archer
Guards Giant Skeleton The Log Fisherman Electro Wizard Sparky
Guards Giant Skeleton The Log Fisherman Electro Wizard Sparky
Giant Skeleton Guards Fisherman Sparky
Wizard Electro Wizard Magic Archer
Guards Sparky Giant Skeleton Electro Wizard
Giant Skeleton Fisherman Sparky
Giant Skeleton Electro Wizard The Log Magic Archer Sparky
Guards Sparky
Guards Giant Skeleton Sparky
Guards Giant Skeleton The Log Electro Wizard
Giant Skeleton Wizard Guards Sparky
Wizard Magic Archer Sparky
Guards Electro Wizard Sparky Giant Skeleton The Log Fisherman Magic Archer
Wizard Giant Skeleton The Log Electro Wizard Magic Archer Sparky
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.)

Magic Archer Guards Giant Skeleton The Log Sparky
The Log Fisherman Electro Wizard Magic Archer
Giant Skeleton The Log Magic Archer Sparky
Guards Giant Skeleton The Log Sparky
Wizard The Log Magic Archer Sparky
Wizard Magic Archer
Wizard The Log Magic Archer Sparky
The Log Wizard Magic Archer
The Log Wizard Fisherman
Guards Fisherman Electro Wizard Sparky
Wizard The Log Fisherman Electro Wizard Magic Archer Sparky
Wizard Magic Archer
The Log Fisherman Magic Archer Sparky
Fisherman Magic Archer
The Log Fisherman Magic Archer Sparky
Wizard The Log Magic Archer Sparky
Magic Archer Wizard The Log Sparky
Sparky
Fisherman Sparky
Wizard The Log Fisherman Electro Wizard Magic Archer Sparky
Wizard The Log Magic Archer
Giant Skeleton The Log Magic Archer Sparky
Wizard
The Log Fisherman Sparky
The Log
The Log Wizard Magic Archer Sparky
Fisherman
The Log Wizard Fisherman Electro Wizard Magic Archer Sparky
Wizard The Log Fisherman Magic Archer Sparky
The Log Fisherman Magic Archer Sparky
Wizard Electro Wizard Magic Archer Sparky
Electro Wizard Wizard Guards
Sparky
Wizard The Log Magic Archer Sparky
Electro Wizard Magic Archer Sparky
Giant Skeleton Sparky
Wizard The Log Magic Archer Sparky
Electro Wizard Guards Magic Archer
Wizard Electro Wizard Magic Archer
The Log
Wizard Electro Wizard Magic Archer Sparky
The Log Wizard Magic Archer
Giant Skeleton Sparky
Sparky
Guards Giant Skeleton The Log Electro Wizard Magic Archer Sparky
Electro Wizard Magic Archer
Giant Skeleton The Log Electro Wizard Magic Archer Sparky
Sparky
Wizard Sparky

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