My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Ice 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.

Skeletons Bats Ice Wizard Electro Wizard Magic Archer 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.

Poison The Log

Punishments

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

Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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.

Electro Wizard 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
Skeletons Bats
Giant Snowball
Skeletons Bats Lumberjack
Zap
Skeletons Bats
Barbarian Barrel
Skeletons Ice Wizard Electro Wizard Magic Archer Lumberjack
The Log
Skeletons Lumberjack
Earthquake
Skeletons
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Ice Wizard Electro Wizard Magic Archer Lumberjack
Fireball
Ice Wizard Electro Wizard Magic Archer Lumberjack
Poison
Bats Ice Wizard Electro Wizard Magic Archer
Lightning
Ice Wizard Electro Wizard Magic Archer Lumberjack
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Poison Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Poison The Log Ice Wizard Magic Archer

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.

Bats Poison Ice Wizard

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.

Ice 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.

Skeletons Bats The Log Ice Wizard Poison Electro Wizard Magic Archer Lumberjack

Shortest cycle

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

8 Skeletons Bats The Log Ice Wizard

Attack Synergies 0 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
Bats
Lumberjack
Poison
The Log
The Log
Poison Magic Archer Lumberjack
Ice Wizard
Lumberjack
Electro Wizard
Magic Archer Lumberjack
Magic Archer
The Log Electro Wizard Lumberjack
Lumberjack
Bats The Log Ice Wizard Electro Wizard Magic Archer

Defense Synergies 0 22

Skeletons
Bats Poison The Log Ice Wizard Electro Wizard Magic Archer Lumberjack
Bats
Skeletons The Log Ice Wizard Electro Wizard Lumberjack
Poison
Skeletons The Log Ice Wizard Electro Wizard
The Log
Skeletons Bats Poison Ice Wizard Electro Wizard Magic Archer Lumberjack
Ice Wizard
Skeletons Bats Poison The Log Lumberjack
Electro Wizard
Skeletons Bats Poison The Log Magic Archer Lumberjack
Magic Archer
Skeletons The Log Electro Wizard Lumberjack
Lumberjack
Skeletons Bats The Log Ice Wizard Electro Wizard Magic Archer

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.

The Log Electro Wizard Magic Archer
Lumberjack Skeletons Bats The Log Ice Wizard Electro Wizard
Lumberjack Skeletons Bats Ice Wizard Electro Wizard
Lumberjack Skeletons Bats Ice Wizard Electro Wizard
Poison The Log Lumberjack
The Log Skeletons Bats Ice Wizard Electro Wizard Magic Archer Lumberjack
Bats Electro Wizard Poison Ice Wizard Magic Archer
Poison The Log Electro Wizard Magic Archer
Skeletons Ice Wizard Lumberjack
Skeletons Ice Wizard Electro Wizard Lumberjack
Bats Poison Ice Wizard Electro Wizard Skeletons The Log Magic Archer Lumberjack
Bats Poison Ice Wizard Electro Wizard Magic Archer
Lumberjack Skeletons Bats The Log Ice Wizard Electro Wizard
Bats Poison The Log Electro Wizard Magic Archer Lumberjack
Electro Wizard Lumberjack
The Log Electro Wizard Lumberjack
Skeletons Bats Poison Electro Wizard Lumberjack
Bats The Log Ice Wizard Electro Wizard Magic Archer Lumberjack
Poison The Log Bats Ice Wizard Electro Wizard Magic Archer Lumberjack
Electro Wizard Lumberjack
Bats Poison The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Skeletons Electro Wizard
Poison Electro Wizard The Log Magic Archer Lumberjack
Lumberjack Skeletons Bats The Log Electro Wizard
Lumberjack Bats The Log Electro Wizard
Skeletons Lumberjack
Poison Skeletons Bats Ice Wizard Electro Wizard Magic Archer
Skeletons Bats Ice Wizard Electro Wizard Lumberjack
Lumberjack
Electro Wizard Skeletons Bats Poison The Log Magic Archer
Skeletons
Bats Lumberjack
Poison The Log Electro Wizard
Skeletons Lumberjack
Magic Archer
Electro Wizard Skeletons Bats Poison The Log Magic Archer Lumberjack
Bats Poison The Log Ice Wizard Electro Wizard Magic Archer
Ice Wizard 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.)

Poison Magic Archer The Log
Poison The Log Ice Wizard Electro Wizard Magic Archer
Poison The Log Magic Archer
Poison The Log
Poison The Log Magic Archer
Poison Bats Ice Wizard Magic Archer
Poison The Log Magic Archer
Poison The Log Ice Wizard Magic Archer
Poison The Log
Bats Poison Electro Wizard Lumberjack
Poison The Log Electro Wizard Magic Archer
Poison Magic Archer
Poison The Log Magic Archer
Poison Magic Archer
Poison The Log Magic Archer
Poison The Log Magic Archer
Magic Archer Poison The Log
Poison
Bats
Poison The Log Electro Wizard Magic Archer
Poison The Log Magic Archer
Poison The Log Magic Archer
Poison
The Log
Poison The Log
Poison The Log Ice Wizard Magic Archer
Poison The Log Ice Wizard Electro Wizard Magic Archer
Poison The Log Magic Archer
Poison The Log Magic Archer
Poison Bats Ice Wizard Electro Wizard Magic Archer
Electro Wizard Bats Poison
Poison The Log Magic Archer
Poison Electro Wizard Magic Archer
Poison The Log Magic Archer
Electro Wizard Bats Magic Archer
Poison Ice Wizard Electro Wizard Magic Archer
The Log
Poison Electro Wizard Magic Archer Lumberjack
The Log Poison Magic Archer
Poison
Bats Poison The Log Electro Wizard Magic Archer
Bats Poison Electro Wizard Magic Archer
Poison The Log Electro Wizard Magic Archer

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