My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Zappies Inferno Tower Baby Dragon Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Zappies Baby Dragon Electro Giant Magic Archer Lumberjack Sparky

Offensive cards

Win conditions

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

Mortar Electro Giant

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.

Mortar Electro Giant 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.

Mortar Baby Dragon Electro Giant Magic Archer 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.

Magic Archer 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
Sparky
Giant Snowball
Zappies Baby Dragon Lumberjack
Zap
Mortar Zappies Inferno Tower Sparky
Barbarian Barrel
Mortar Zappies Inferno Tower Magic Archer Lumberjack Sparky
The Log
Zappies Lumberjack Sparky
Earthquake
Mortar Zappies Inferno Tower
Arrows
Zappies
Royal Delivery
Zappies Baby Dragon Magic Archer Lumberjack Sparky
Fireball
Mortar Zappies Inferno Tower Baby Dragon Magic Archer Lumberjack Sparky
Poison
Mortar Zappies Inferno Tower Magic Archer Sparky
Lightning
Mortar Inferno Tower Baby Dragon Magic Archer Lumberjack Sparky
Rocket
Mortar Inferno Tower Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Baby Dragon Electro Giant 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.

Inferno Tower Baby Dragon Electro Giant Sparky

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.

Mortar Zappies Baby Dragon Magic Archer Lumberjack Inferno Tower Sparky Electro Giant

Shortest cycle

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

16 Mortar Zappies Baby Dragon Magic Archer

Attack Synergies 0 11

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.

Mortar
Zappies Baby Dragon
Zappies
Mortar Baby Dragon Lumberjack
Inferno Tower
Baby Dragon
Mortar Zappies Electro Giant Lumberjack Sparky
Electro Giant
Baby Dragon Lumberjack Sparky
Magic Archer
Lumberjack
Lumberjack
Zappies Baby Dragon Electro Giant Magic Archer Sparky
Sparky
Baby Dragon Electro Giant Lumberjack

Defense Synergies 0 10

Mortar
Zappies Inferno Tower Baby Dragon Lumberjack
Zappies
Mortar Electro Giant Lumberjack
Inferno Tower
Mortar Baby Dragon Lumberjack
Baby Dragon
Mortar Inferno Tower Lumberjack
Electro Giant
Zappies
Magic Archer
Lumberjack
Lumberjack
Mortar Zappies Inferno Tower Baby Dragon Magic Archer
Sparky

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.

Mortar Zappies Inferno Tower Baby Dragon Magic Archer Sparky
Inferno Tower Lumberjack Sparky Mortar Zappies
Mortar Inferno Tower Lumberjack Sparky Zappies
Inferno Tower Lumberjack Sparky Mortar Zappies
Lumberjack Sparky
Zappies Baby Dragon Magic Archer Lumberjack
Inferno Tower Mortar Zappies Baby Dragon Magic Archer
Inferno Tower Baby Dragon Electro Giant Magic Archer Sparky
Zappies Inferno Tower Sparky Mortar Lumberjack
Zappies Inferno Tower Lumberjack Sparky
Zappies Baby Dragon Electro Giant Magic Archer Lumberjack
Inferno Tower Zappies Baby Dragon Magic Archer
Mortar Inferno Tower Lumberjack Sparky Zappies
Sparky Mortar Zappies Baby Dragon Magic Archer Lumberjack
Inferno Tower Sparky Mortar Zappies Lumberjack
Inferno Tower Mortar Zappies Electro Giant Lumberjack Sparky
Sparky Mortar Zappies Inferno Tower Lumberjack
Mortar Zappies Baby Dragon Magic Archer Lumberjack
Mortar Baby Dragon Zappies Magic Archer Lumberjack
Sparky Mortar Zappies Inferno Tower Lumberjack
Zappies Baby Dragon Electro Giant Lumberjack Sparky

Counters to secondary win conditions

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

Lumberjack Zappies Inferno Tower Electro Giant Sparky
Mortar Baby Dragon Magic Archer Lumberjack
Zappies Lumberjack Inferno Tower Sparky
Lumberjack Zappies Inferno Tower Sparky
Inferno Tower Zappies Lumberjack Sparky
Electro Giant Zappies Baby Dragon Magic Archer
Sparky Zappies Inferno Tower Lumberjack
Inferno Tower Zappies Lumberjack Sparky
Mortar Zappies Inferno Tower Baby Dragon Magic Archer Sparky
Inferno Tower Zappies Sparky
Zappies Inferno Tower Lumberjack Sparky
Electro Giant
Zappies Inferno Tower Lumberjack Sparky
Zappies Baby Dragon Electro Giant Magic Archer Sparky
Zappies Inferno Tower Electro Giant Sparky Mortar Baby Dragon Magic Archer Lumberjack
Zappies Inferno Tower Baby Dragon Electro Giant Magic Archer Sparky
Mortar Inferno Tower

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 Mortar Baby Dragon Sparky
Mortar Baby Dragon Magic Archer
Baby Dragon Magic Archer Sparky
Sparky
Mortar Baby Dragon Magic Archer Sparky
Electro Giant Baby Dragon Magic Archer
Mortar Baby Dragon Magic Archer Sparky
Baby Dragon Magic Archer
Mortar
Lumberjack Sparky
Mortar Magic Archer Sparky
Baby Dragon Magic Archer
Mortar Baby Dragon Magic Archer Sparky
Mortar Baby Dragon Magic Archer
Mortar Baby Dragon Magic Archer Sparky
Mortar Baby Dragon Magic Archer Sparky
Magic Archer Mortar Baby Dragon Sparky
Mortar Sparky
Sparky
Mortar Baby Dragon Magic Archer Sparky
Mortar Baby Dragon Electro Giant Magic Archer
Baby Dragon Magic Archer Sparky
Sparky
Mortar Baby Dragon
Electro Giant Mortar Baby Dragon Magic Archer Sparky
Mortar Baby Dragon Magic Archer Sparky
Mortar Baby Dragon Magic Archer Sparky
Mortar Baby Dragon Magic Archer Sparky
Baby Dragon Electro Giant Magic Archer Sparky
Zappies Electro Giant
Sparky
Mortar Magic Archer Sparky
Zappies Magic Archer Sparky
Sparky
Magic Archer Sparky
Zappies Magic Archer
Zappies Baby Dragon Magic Archer
Baby Dragon Magic Archer Lumberjack Sparky
Mortar Baby Dragon Magic Archer
Electro Giant Sparky
Sparky
Electro Giant Zappies Baby Dragon Magic Archer Sparky
Zappies Magic Archer
Mortar Baby Dragon Electro Giant Magic Archer Sparky
Sparky
Mortar Sparky

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