My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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 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.

Archers Baby Dragon Electro Wizard Little Prince

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.

Archers Knight Baby Dragon Bowler Royal Ghost Electro Wizard Lumberjack Little Prince

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.

Missing

Punishments

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

Royal Ghost 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.

Knight Baby Dragon Royal Ghost 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.

Royal Ghost Electro Wizard 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
Archers
Giant Snowball
Archers Baby Dragon Lumberjack Little Prince
Zap
Archers Little Prince
Barbarian Barrel
Archers Knight Royal Ghost Electro Wizard Lumberjack Little Prince
The Log
Archers Lumberjack Little Prince
Earthquake
Archers
Arrows
Archers Little Prince
Royal Delivery
Archers Knight Baby Dragon Bowler Royal Ghost Electro Wizard Lumberjack Little Prince
Fireball
Archers Baby Dragon Bowler Electro Wizard Lumberjack Little Prince
Poison
Archers Electro Wizard Little Prince
Lightning
Knight Baby Dragon Bowler Electro Wizard Lumberjack Little Prince
Rocket
Bowler Little Prince

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Bowler Royal Ghost

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.

Knight Baby Dragon Bowler Royal Ghost

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.

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.

Archers Knight Royal Ghost Little Prince Baby Dragon Electro Wizard Lumberjack Bowler

Shortest cycle

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

12 Archers Knight Royal Ghost Little Prince

Attack Synergies 2 17

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.

Archers
Knight Baby Dragon Bowler Royal Ghost Lumberjack
Knight
Archers Baby Dragon Electro Wizard Lumberjack Little Prince
Baby Dragon
Knight Archers Bowler Electro Wizard Lumberjack
Bowler
Archers Baby Dragon Electro Wizard Lumberjack Little Prince
Royal Ghost
Archers Electro Wizard Lumberjack Little Prince
Electro Wizard
Knight Baby Dragon Bowler Royal Ghost Lumberjack
Lumberjack
Archers Knight Baby Dragon Bowler Royal Ghost Electro Wizard
Little Prince
Knight Bowler Royal Ghost

Defense Synergies 3 18

Archers
Knight Baby Dragon Bowler Electro Wizard Lumberjack
Knight
Archers Electro Wizard Little Prince Baby Dragon Bowler Lumberjack
Baby Dragon
Archers Knight Bowler Lumberjack Little Prince
Bowler
Archers Knight Baby Dragon Electro Wizard Lumberjack Little Prince
Royal Ghost
Electro Wizard Little Prince
Electro Wizard
Knight Archers Bowler Royal Ghost Lumberjack Little Prince
Lumberjack
Archers Knight Baby Dragon Bowler Electro Wizard Little Prince
Little Prince
Knight Baby Dragon Bowler Royal Ghost Electro Wizard Lumberjack

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 Knight Baby Dragon Electro Wizard
Lumberjack Knight Electro Wizard
Bowler Lumberjack Archers Knight Electro Wizard
Lumberjack Knight Bowler Electro Wizard
Bowler Lumberjack
Bowler Archers Baby Dragon Royal Ghost Electro Wizard Lumberjack
Electro Wizard Archers Baby Dragon Little Prince
Bowler Baby Dragon Electro Wizard
Lumberjack
Knight Archers Bowler Royal Ghost Electro Wizard Lumberjack Little Prince
Archers Electro Wizard Knight Baby Dragon Bowler Royal Ghost Lumberjack
Archers Baby Dragon Electro Wizard
Bowler Lumberjack Knight Electro Wizard
Bowler Baby Dragon Royal Ghost Electro Wizard Lumberjack
Knight Electro Wizard Lumberjack
Bowler Electro Wizard Lumberjack
Knight Bowler Electro Wizard Lumberjack
Archers Knight Baby Dragon Bowler Royal Ghost Electro Wizard Lumberjack Little Prince
Baby Dragon Archers Knight Bowler Royal Ghost Electro Wizard Lumberjack Little Prince
Electro Wizard Lumberjack
Bowler Royal Ghost Archers Knight Baby Dragon Electro Wizard Lumberjack Little Prince

Counters to secondary win conditions

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

Knight Lumberjack Archers Bowler Royal Ghost Electro Wizard
Electro Wizard Archers Knight Baby Dragon Bowler Royal Ghost Lumberjack
Lumberjack Knight Bowler Electro Wizard
Bowler Lumberjack Knight Electro Wizard
Knight Bowler Lumberjack
Archers Baby Dragon Electro Wizard
Archers Knight Bowler Electro Wizard Lumberjack
Knight Lumberjack
Electro Wizard Knight Baby Dragon
Knight Bowler Lumberjack
Bowler Electro Wizard
Bowler Knight Lumberjack
Archers Baby Dragon Bowler
Electro Wizard Archers Knight Baby Dragon Bowler Lumberjack Little Prince
Bowler Archers Baby Dragon Royal Ghost Electro 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.)

Knight Baby Dragon Royal Ghost
Baby Dragon Bowler Royal Ghost Electro Wizard
Baby Dragon
Knight
Baby Dragon Bowler
Baby Dragon
Archers Baby Dragon Bowler
Baby Dragon Bowler
Bowler Electro Wizard Lumberjack
Knight Bowler Electro Wizard
Archers Baby Dragon
Knight Baby Dragon Bowler
Baby Dragon
Baby Dragon
Baby Dragon Bowler
Baby Dragon Bowler
Archers Baby Dragon Bowler Electro Wizard
Baby Dragon Bowler Little Prince
Baby Dragon Bowler
Bowler
Baby Dragon
Baby Dragon Bowler Little Prince
Baby Dragon Bowler Royal Ghost Electro Wizard
Baby Dragon Bowler
Baby Dragon
Archers Baby Dragon Electro Wizard Little Prince
Electro Wizard
Bowler
Electro Wizard
Bowler
Electro Wizard Archers
Archers Baby Dragon Electro Wizard
Knight Baby Dragon Bowler Electro Wizard Lumberjack
Baby Dragon Bowler
Baby Dragon Bowler Electro Wizard
Electro Wizard
Baby Dragon Bowler Royal Ghost Electro Wizard Little Prince
Bowler

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