My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Little Prince

Deck tips

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

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.

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.

Wizard Balloon Electro Wizard Inferno Dragon Lumberjack

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.

Rage The Log

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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Rage Skeleton Army 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.

Skeleton Army

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.

Rage The Log Skeleton Army Electro Wizard Inferno Dragon Lumberjack Wizard Balloon

Shortest cycle

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

11 Rage The Log Skeleton Army Electro Wizard

Attack Synergies 2 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.

Wizard
Rage Balloon Lumberjack
Rage
Balloon Wizard Electro Wizard
Skeleton Army
Balloon
Rage Lumberjack Wizard The Log Electro Wizard
The Log
Balloon Lumberjack
Electro Wizard
Rage Balloon Lumberjack
Inferno Dragon
Lumberjack
Balloon Wizard The Log Electro Wizard

Defense Synergies 0 13

Wizard
Skeleton Army The Log Electro Wizard Lumberjack
Rage
Skeleton Army
Wizard The Log Electro Wizard Inferno Dragon Lumberjack
Balloon
The Log
Wizard Skeleton Army Electro Wizard Inferno Dragon Lumberjack
Electro Wizard
Wizard Skeleton Army The Log Inferno Dragon Lumberjack
Inferno Dragon
Skeleton Army The Log Electro Wizard
Lumberjack
Wizard Skeleton Army 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.

Wizard The Log Electro Wizard
Skeleton Army Inferno Dragon Lumberjack The Log Electro Wizard
Skeleton Army Lumberjack Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Lumberjack Electro Wizard
Skeleton Army The Log Lumberjack
Skeleton Army The Log Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Wizard
The Log Electro Wizard
Inferno Dragon Skeleton Army Lumberjack
Skeleton Army Electro Wizard Lumberjack
Skeleton Army Electro Wizard Wizard The Log Lumberjack
Inferno Dragon Wizard Electro Wizard
Skeleton Army Lumberjack Wizard The Log Electro Wizard
Wizard Skeleton Army The Log Electro Wizard Lumberjack
Skeleton Army Inferno Dragon Electro Wizard Lumberjack
Skeleton Army The Log Electro Wizard Inferno Dragon Lumberjack
Wizard Skeleton Army Electro Wizard Lumberjack
Wizard Skeleton Army The Log Electro Wizard Lumberjack
Wizard The Log Electro Wizard Inferno Dragon Lumberjack
Electro Wizard Inferno Dragon Lumberjack
Wizard Skeleton Army The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Electro Wizard
Electro Wizard Wizard The Log Inferno Dragon Lumberjack
Skeleton Army Lumberjack The Log Electro Wizard
Skeleton Army Lumberjack The Log Electro Wizard
Skeleton Army Inferno Dragon Lumberjack
Wizard Electro Wizard
Skeleton Army Electro Wizard Lumberjack
Skeleton Army Inferno Dragon Lumberjack
Electro Wizard Skeleton Army The Log Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Lumberjack
Skeleton Army The Log Electro Wizard
Skeleton Army Wizard Lumberjack
Wizard Skeleton Army
Skeleton Army Electro Wizard The Log Inferno Dragon Lumberjack
Wizard The Log Electro Wizard Inferno Dragon
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
The Log Electro Wizard
The Log
The Log
Wizard The Log
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Electro Wizard Lumberjack
Wizard The Log Electro Wizard
Wizard
The Log
The Log
Wizard The Log
Wizard The Log
Wizard The Log Electro Wizard
Wizard The Log
The Log
Wizard
The Log
The Log
The Log Wizard
Inferno Dragon
The Log Wizard Electro Wizard
Wizard The Log
The Log
Wizard Electro Wizard
Electro Wizard Wizard
Wizard The Log
Electro Wizard
Wizard The Log
Electro Wizard Skeleton Army
Wizard Electro Wizard
The Log
Wizard Electro Wizard Lumberjack
The Log Wizard
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard
Inferno Dragon
Wizard

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