My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 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!
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 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Baby Dragon

Defensive buildings

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

Mortar

Investments

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

Bomber Baby Dragon Bowler Lumberjack

Offensive cards

Win conditions

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

Mortar Wall Breakers

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 Wall Breakers 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 Barbarians Wall Breakers Baby Dragon 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.

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
Bomber Wall Breakers Skeleton Army
Giant Snowball
Bomber Barbarians Wall Breakers Skeleton Army Baby Dragon Lumberjack
Zap
Bomber Mortar Wall Breakers Skeleton Army
Barbarian Barrel
Bomber Mortar Barbarians Wall Breakers Skeleton Army Lumberjack
The Log
Bomber Barbarians Wall Breakers Skeleton Army Lumberjack
Earthquake
Bomber Mortar Barbarians Skeleton Army
Arrows
Bomber Wall Breakers Skeleton Army
Royal Delivery
Bomber Barbarians Wall Breakers Skeleton Army Baby Dragon Bowler Lumberjack
Fireball
Bomber Mortar Barbarians Wall Breakers Skeleton Army Baby Dragon Bowler Lumberjack
Poison
Bomber Mortar Barbarians Skeleton Army
Lightning
Mortar Baby Dragon Bowler Lumberjack
Rocket
Mortar Barbarians Bowler

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Mortar Baby Dragon Bowler

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.

Skeleton Army Baby Dragon Bowler

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.

Barbarians

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.

Bomber Wall Breakers Skeleton Army Mortar Baby Dragon Lumberjack Barbarians Bowler

Shortest cycle

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

11 Bomber Wall Breakers Skeleton Army Mortar

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.

Bomber
Mortar Baby Dragon Lumberjack
Mortar
Bomber Baby Dragon
Barbarians
Wall Breakers
Baby Dragon
Skeleton Army
Baby Dragon
Bomber Mortar Wall Breakers Bowler Lumberjack
Bowler
Baby Dragon Lumberjack
Lumberjack
Bomber Baby Dragon Bowler

Defense Synergies 0 9

Bomber
Mortar
Mortar
Bomber Skeleton Army Baby Dragon Lumberjack
Barbarians
Skeleton Army
Wall Breakers
Skeleton Army
Mortar Barbarians Lumberjack
Baby Dragon
Mortar Bowler Lumberjack
Bowler
Baby Dragon Lumberjack
Lumberjack
Mortar Skeleton Army Baby Dragon Bowler

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.

Bowler Bomber Mortar Baby Dragon
Barbarians Skeleton Army Lumberjack Mortar
Mortar Barbarians Skeleton Army Bowler Lumberjack Bomber
Barbarians Skeleton Army Lumberjack Mortar Bowler
Bomber Barbarians Skeleton Army Bowler Lumberjack
Skeleton Army Bowler Bomber Baby Dragon Lumberjack
Mortar Baby Dragon
Bowler Barbarians Baby Dragon
Barbarians Mortar Skeleton Army Lumberjack
Skeleton Army Bomber Barbarians Bowler Lumberjack
Barbarians Skeleton Army Bomber Baby Dragon Bowler Lumberjack
Baby Dragon
Mortar Barbarians Skeleton Army Bowler Lumberjack Bomber
Bomber Skeleton Army Bowler Mortar Barbarians Baby Dragon Lumberjack
Barbarians Skeleton Army Mortar Lumberjack
Barbarians Skeleton Army Mortar Bowler Lumberjack
Barbarians Bomber Mortar Skeleton Army Bowler Lumberjack
Mortar Bomber Barbarians Skeleton Army Baby Dragon Bowler Lumberjack
Mortar Baby Dragon Bomber Barbarians Bowler Lumberjack
Barbarians Mortar Lumberjack
Bomber Skeleton Army Bowler Barbarians Baby Dragon Lumberjack

Counters to secondary win conditions

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

Barbarians Skeleton Army Lumberjack Bowler
Bomber Mortar Baby Dragon Bowler Lumberjack
Barbarians Skeleton Army Lumberjack Bowler
Skeleton Army Bowler Lumberjack Barbarians
Barbarians Skeleton Army Bowler Lumberjack
Baby Dragon
Skeleton Army Barbarians Bowler Lumberjack
Barbarians Skeleton Army Lumberjack
Mortar Barbarians Skeleton Army Baby Dragon
Barbarians Skeleton Army
Barbarians Bowler Lumberjack
Skeleton Army Barbarians Bowler
Barbarians Skeleton Army Bowler Lumberjack
Bomber Barbarians Skeleton Army Baby Dragon Bowler
Barbarians Skeleton Army Bomber Mortar Baby Dragon Bowler Lumberjack
Bowler Bomber Barbarians Baby Dragon
Bomber Mortar

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.)

Mortar Baby Dragon
Mortar Baby Dragon Bowler
Baby Dragon
Barbarians
Bomber Mortar Baby Dragon Bowler
Baby Dragon
Bomber Mortar Baby Dragon Bowler
Baby Dragon Bowler
Mortar
Bowler Lumberjack
Mortar Bowler
Baby Dragon
Mortar Baby Dragon Bowler
Mortar Baby Dragon
Mortar Baby Dragon
Bomber Mortar Baby Dragon Bowler
Mortar Baby Dragon Bowler
Mortar
Bomber
Bomber Mortar Baby Dragon Bowler
Bomber Mortar Baby Dragon Bowler
Baby Dragon Bowler
Bowler
Mortar Barbarians Baby Dragon
Bomber Mortar Baby Dragon Bowler
Mortar Baby Dragon Bowler
Mortar Baby Dragon Bowler
Mortar Baby Dragon
Baby Dragon
Bowler
Bomber Mortar
Bowler
Barbarians Skeleton Army
Baby Dragon
Baby Dragon Bowler Lumberjack
Bomber Mortar Baby Dragon Bowler
Baby Dragon Bowler
Mortar Baby Dragon Bowler
Mortar Bowler

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