My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Dragon 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.

Bomber Wizard Electro Dragon Golem Inferno Dragon Lumberjack Skeleton King

Offensive cards

Win conditions

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

Golem

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.

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.

Golem Lumberjack Skeleton King

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 Dragon Golem 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 Clone Inferno Dragon Skeleton King
Giant Snowball
Bomber Clone Electro Dragon Inferno Dragon Lumberjack Skeleton King
Zap
Bomber Clone Inferno Dragon Skeleton King
Barbarian Barrel
Bomber Wizard Clone Lumberjack Skeleton King
The Log
Bomber Clone Lumberjack Skeleton King
Earthquake
Bomber Clone Skeleton King
Arrows
Bomber Clone Skeleton King
Royal Delivery
Bomber Wizard Clone Electro Dragon Inferno Dragon Lumberjack Skeleton King
Fireball
Bomber Wizard Clone Electro Dragon Inferno Dragon Lumberjack Skeleton King
Poison
Bomber Wizard Clone Electro Dragon Skeleton King
Lightning
Wizard Electro Dragon Inferno Dragon Lumberjack Skeleton King
Rocket
Wizard Electro Dragon Inferno Dragon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard Electro Dragon Skeleton King

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.

Clone Golem Inferno Dragon

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

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.

Bomber Clone Inferno Dragon Lumberjack Skeleton King Wizard Electro Dragon Golem

Shortest cycle

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

13 Bomber Clone Inferno Dragon Lumberjack

Attack Synergies 3 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
Golem Lumberjack
Wizard
Golem Lumberjack
Clone
Golem Inferno Dragon Lumberjack
Electro Dragon
Golem Inferno Dragon
Golem
Bomber Clone Electro Dragon Wizard Lumberjack Skeleton King
Inferno Dragon
Clone Electro Dragon
Lumberjack
Bomber Wizard Clone Golem
Skeleton King
Golem

Defense Synergies 0 5

Bomber
Wizard
Lumberjack Skeleton King
Clone
Electro Dragon
Inferno Dragon Lumberjack
Golem
Inferno Dragon
Electro Dragon Skeleton King
Lumberjack
Wizard Electro Dragon
Skeleton King
Wizard Inferno Dragon

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.

Bomber Wizard Electro Dragon
Inferno Dragon Lumberjack Electro Dragon
Lumberjack Bomber Electro Dragon Inferno Dragon
Inferno Dragon Lumberjack Electro Dragon Skeleton King
Bomber Lumberjack
Bomber Electro Dragon Lumberjack
Inferno Dragon Wizard Electro Dragon
Electro Dragon
Inferno Dragon Lumberjack Skeleton King
Bomber Lumberjack
Bomber Wizard Electro Dragon Lumberjack Skeleton King
Inferno Dragon Wizard Electro Dragon
Lumberjack Bomber Wizard Electro Dragon
Bomber Wizard Electro Dragon Lumberjack Skeleton King
Inferno Dragon Lumberjack Skeleton King
Inferno Dragon Lumberjack
Wizard Bomber Electro Dragon Lumberjack
Bomber Wizard Electro Dragon Lumberjack
Wizard Bomber Electro Dragon Inferno Dragon Lumberjack
Inferno Dragon Lumberjack
Bomber Wizard Electro Dragon Lumberjack
Inferno Dragon Lumberjack

Counters to secondary win conditions

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

Lumberjack
Bomber Wizard Electro Dragon Inferno Dragon Lumberjack
Lumberjack Electro Dragon
Lumberjack
Inferno Dragon Lumberjack
Wizard Electro Dragon
Lumberjack
Inferno Dragon Lumberjack
Electro Dragon Inferno Dragon
Inferno Dragon
Inferno Dragon Electro Dragon Lumberjack
Wizard Lumberjack Skeleton King
Wizard Bomber Electro Dragon
Electro Dragon Bomber Inferno Dragon Lumberjack Skeleton King
Bomber Wizard Electro Dragon Inferno Dragon Skeleton King
Bomber

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.)

Electro Dragon
Electro Dragon
Electro Dragon
Bomber Wizard
Wizard Electro Dragon
Bomber Wizard
Wizard Electro Dragon
Wizard Electro Dragon
Electro Dragon Lumberjack
Wizard Electro Dragon
Wizard Electro Dragon
Electro Dragon
Bomber Wizard Electro Dragon
Wizard Electro Dragon
Bomber
Bomber Wizard Electro Dragon
Bomber Wizard Electro Dragon
Wizard
Electro Dragon
Bomber Wizard Electro Dragon
Inferno Dragon
Wizard Electro Dragon
Wizard Electro Dragon
Wizard Electro Dragon
Electro Dragon Wizard
Bomber Wizard Electro Dragon
Electro Dragon
Wizard
Electro Dragon
Wizard Electro Dragon
Wizard Electro Dragon Lumberjack
Bomber Wizard Electro Dragon Skeleton King
Electro Dragon
Electro Dragon Skeleton King
Electro Dragon
Electro Dragon
Inferno Dragon
Wizard Electro Dragon

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