My Best Clash Royale Deck

Deck Check Rating

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

2 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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

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.

Skeletons Knight Balloon Electro Wizard Lumberjack Goblinstein

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Arrows

Punishments

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

Balloon 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.

Knight Balloon 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.

Balloon 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
Skeletons Balloon
Giant Snowball
Skeletons Balloon Lumberjack
Zap
Skeletons Balloon
Barbarian Barrel
Skeletons Knight Electro Wizard Lumberjack
The Log
Skeletons Lumberjack
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Knight Balloon Electro Wizard Lumberjack
Fireball
Balloon Electro Wizard Lumberjack
Poison
Balloon Electro Wizard
Lightning
Knight Balloon Electro Wizard Lumberjack Goblinstein
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Zap Arrows Knight Electro Wizard Lumberjack Balloon Goblinstein

Shortest cycle

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

9 Skeletons Zap Arrows Knight

Attack Synergies 6 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.

Skeletons
Zap
Arrows Balloon Electro Wizard Knight Lumberjack
Arrows
Zap Balloon Knight Lumberjack
Knight
Balloon Zap Arrows Electro Wizard Lumberjack
Balloon
Zap Arrows Knight Lumberjack Electro Wizard
Electro Wizard
Zap Knight Balloon Lumberjack
Lumberjack
Balloon Zap Arrows Knight Electro Wizard
Goblinstein

Defense Synergies 2 11

Skeletons
Zap Knight Electro Wizard Lumberjack
Zap
Electro Wizard Skeletons Arrows Knight Lumberjack
Arrows
Zap Knight Lumberjack
Knight
Electro Wizard Skeletons Zap Arrows Lumberjack
Balloon
Electro Wizard
Zap Knight Skeletons Lumberjack
Lumberjack
Skeletons Zap Arrows Knight Electro Wizard
Goblinstein

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 Knight Electro Wizard
Lumberjack Skeletons Zap Knight Electro Wizard
Lumberjack Skeletons Knight Electro Wizard
Lumberjack Skeletons Knight Electro Wizard
Arrows Lumberjack
Arrows Skeletons Zap Electro Wizard Lumberjack
Electro Wizard Zap Arrows
Zap Arrows Electro Wizard
Skeletons Lumberjack
Knight Skeletons Electro Wizard Lumberjack
Electro Wizard Skeletons Zap Arrows Knight Lumberjack
Arrows Zap Electro Wizard
Lumberjack Skeletons Zap Knight Electro Wizard
Zap Arrows Electro Wizard Lumberjack
Knight Electro Wizard Lumberjack
Zap Electro Wizard Lumberjack
Skeletons Arrows Knight Electro Wizard Lumberjack
Arrows Zap Knight Electro Wizard Lumberjack
Zap Arrows Knight Electro Wizard Lumberjack
Electro Wizard Lumberjack
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 Skeletons Zap Electro Wizard
Electro Wizard Zap Arrows Knight Lumberjack
Lumberjack Skeletons Zap Knight Electro Wizard
Lumberjack Zap Knight Electro Wizard
Skeletons Knight Lumberjack
Arrows Skeletons Zap Electro Wizard
Skeletons Knight Electro Wizard Lumberjack
Knight Lumberjack
Zap Electro Wizard Skeletons Knight
Skeletons
Knight Lumberjack
Zap Arrows Electro Wizard
Skeletons Knight Lumberjack
Electro Wizard Skeletons Zap Knight Lumberjack
Arrows Zap Electro Wizard
Zap Arrows 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.)

Arrows Knight
Arrows Zap Electro Wizard
Arrows
Arrows Knight
Zap Arrows
Arrows Zap
Arrows
Arrows Zap
Arrows Zap
Electro Wizard Lumberjack
Zap Arrows Knight Electro Wizard
Zap Arrows
Knight
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows Zap Electro Wizard
Zap Arrows
Zap Arrows
Zap Arrows Electro Wizard
Zap Electro Wizard
Zap Arrows
Zap Arrows Electro Wizard
Arrows
Zap Electro Wizard
Zap Arrows Electro Wizard
Arrows
Knight Electro Wizard Lumberjack
Arrows Zap
Zap Arrows
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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