My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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.

Bats Wizard Ice 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.

Bats Wizard Balloon Ice Wizard 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.

Zap 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 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
Bats Guards Balloon
Giant Snowball
Bats Guards Balloon Lumberjack
Zap
Bats Guards Balloon
Barbarian Barrel
Wizard Guards Ice Wizard Lumberjack
The Log
Guards Lumberjack
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Wizard Guards Balloon Ice Wizard Lumberjack
Fireball
Wizard Balloon Ice Wizard Lumberjack
Poison
Bats Wizard Guards Balloon Ice Wizard
Lightning
Wizard Balloon Ice Wizard Lumberjack
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log Ice Wizard

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 Guards 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.

Wizard Ice 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.

Bats Zap The Log Guards Ice Wizard Lumberjack Wizard Balloon

Shortest cycle

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

9 Bats Zap The Log Guards

Attack Synergies 3 14

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.

Bats
Balloon Zap Lumberjack
Zap
Balloon Bats Guards The Log Ice Wizard Lumberjack
Wizard
Balloon Lumberjack
Guards
Zap The Log Lumberjack
Balloon
Bats Zap Lumberjack Wizard The Log Ice Wizard
The Log
Zap Guards Balloon Lumberjack
Ice Wizard
Zap Balloon Lumberjack
Lumberjack
Balloon Bats Zap Wizard Guards The Log Ice Wizard

Defense Synergies 0 18

Bats
Zap The Log Ice Wizard Lumberjack
Zap
Bats Guards The Log Ice Wizard Lumberjack
Wizard
Guards The Log Ice Wizard Lumberjack
Guards
Zap Wizard The Log Ice Wizard Lumberjack
Balloon
The Log
Bats Zap Wizard Guards Ice Wizard Lumberjack
Ice Wizard
Bats Zap Wizard Guards The Log Lumberjack
Lumberjack
Bats Zap Wizard Guards The Log Ice 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.

Zap Wizard The Log
Lumberjack Bats Zap The Log Ice Wizard
Lumberjack Bats Ice Wizard
Lumberjack Bats Guards Ice Wizard
The Log Lumberjack
The Log Bats Zap Guards Ice Wizard Lumberjack
Bats Zap Wizard Ice Wizard
Zap The Log
Ice Wizard Lumberjack
Guards Ice Wizard Lumberjack
Bats Guards Ice Wizard Zap Wizard The Log Lumberjack
Bats Zap Wizard Ice Wizard
Lumberjack Bats Zap Wizard Guards The Log Ice Wizard
Wizard Bats Zap Guards The Log Lumberjack
Lumberjack
Zap The Log Lumberjack
Wizard Bats Lumberjack
Bats Zap Wizard Guards The Log Ice Wizard Lumberjack
Zap Wizard The Log Bats Guards Ice Wizard Lumberjack
Lumberjack
Wizard Bats Guards The Log Lumberjack
Guards Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Zap
Zap Wizard The Log Lumberjack
Guards Lumberjack Bats Zap The Log
Guards Lumberjack Bats Zap The Log
Guards Lumberjack
Wizard Bats Zap Ice Wizard
Guards Bats Ice Wizard Lumberjack
Lumberjack
Zap Bats The Log
Guards
Bats Guards Lumberjack
Zap Guards The Log
Wizard Guards Lumberjack
Wizard
Guards Bats Zap The Log Lumberjack
Bats Zap Wizard The Log Ice Wizard
Zap Ice 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.)

Guards The Log
Zap The Log Ice Wizard
The Log
Guards The Log
Wizard Zap The Log
Wizard Bats Zap Ice Wizard
Wizard The Log
The Log Zap Wizard Ice Wizard
The Log Zap Wizard
Bats Guards Lumberjack
Zap Wizard The Log
Zap Wizard
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Bats
Zap Wizard The Log
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard Ice Wizard
The Log Zap Wizard Ice Wizard
Zap Wizard The Log
Zap The Log
Bats Zap Wizard Ice Wizard
Zap Bats Wizard Guards
Zap Wizard The Log
Zap
Wizard The Log
Zap Bats Guards
Zap Wizard Ice Wizard
The Log
Wizard Lumberjack
The Log Zap Wizard
Zap
Zap Bats Guards The Log
Bats Zap
Zap The Log
Wizard

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