My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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.

Electro Wizard

Defensive buildings

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

Goblin Cage

Investments

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

Knight Goblin Cage Balloon Electro 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.

Arrows

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.

Knight Heal Spirit 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 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
Guards Balloon
Giant Snowball
Guards Balloon Lumberjack
Zap
Guards Balloon
Barbarian Barrel
Knight Heal Spirit Goblin Cage Guards Electro Wizard Lumberjack
The Log
Heal Spirit Goblin Cage Guards Lumberjack
Earthquake
Goblin Cage Guards
Arrows
Heal Spirit Guards
Royal Delivery
Knight Heal Spirit Goblin Cage Guards Balloon Electro Wizard Lumberjack
Fireball
Goblin Cage Balloon Electro Wizard Lumberjack
Poison
Goblin Cage Guards Balloon Electro Wizard
Lightning
Knight Goblin Cage Balloon Electro Wizard Lumberjack
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Knight Heal Spirit Guards

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.

Heal Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Heal Spirit Arrows Knight Guards Goblin Cage Electro Wizard Lumberjack Balloon

Shortest cycle

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

10 Heal Spirit Arrows Knight Guards

Attack Synergies 4 13

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.

Arrows
Balloon Knight Lumberjack
Knight
Balloon Arrows Heal Spirit Electro Wizard Lumberjack
Heal Spirit
Balloon Knight Goblin Cage Guards Lumberjack
Goblin Cage
Heal Spirit Balloon Lumberjack
Guards
Heal Spirit Lumberjack
Balloon
Arrows Knight Heal Spirit Lumberjack Goblin Cage Electro Wizard
Electro Wizard
Knight Balloon Lumberjack
Lumberjack
Balloon Arrows Knight Heal Spirit Goblin Cage Guards Electro Wizard

Defense Synergies 1 10

Arrows
Knight Lumberjack
Knight
Electro Wizard Arrows Goblin Cage Lumberjack
Heal Spirit
Goblin Cage
Knight Guards Electro Wizard Lumberjack
Guards
Goblin Cage Electro Wizard Lumberjack
Balloon
Electro Wizard
Knight Goblin Cage Guards Lumberjack
Lumberjack
Arrows Knight Goblin Cage Guards Electro 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.

Knight Goblin Cage Electro Wizard
Lumberjack Knight Goblin Cage Electro Wizard
Goblin Cage Lumberjack Knight Electro Wizard
Goblin Cage Lumberjack Knight Guards Electro Wizard
Arrows Goblin Cage Lumberjack
Arrows Guards Electro Wizard Lumberjack
Electro Wizard Arrows Goblin Cage
Arrows Goblin Cage Electro Wizard
Goblin Cage Lumberjack
Knight Guards Electro Wizard Lumberjack
Guards Electro Wizard Arrows Knight Lumberjack
Arrows Electro Wizard
Goblin Cage Lumberjack Knight Guards Electro Wizard
Arrows Goblin Cage Guards Electro Wizard Lumberjack
Knight Goblin Cage Electro Wizard Lumberjack
Goblin Cage Electro Wizard Lumberjack
Arrows Knight Goblin Cage Electro Wizard Lumberjack
Arrows Goblin Cage Knight Guards Electro Wizard Lumberjack
Arrows Goblin Cage Knight Guards Electro Wizard Lumberjack
Goblin Cage Electro Wizard Lumberjack
Arrows Knight Guards Electro Wizard Lumberjack

Counters to secondary win conditions

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

Knight Guards Lumberjack Goblin Cage Electro Wizard
Electro Wizard Arrows Knight Lumberjack
Guards Lumberjack Knight Goblin Cage Electro Wizard
Guards Lumberjack Knight Goblin Cage Electro Wizard
Knight Goblin Cage Guards Lumberjack
Arrows Electro Wizard
Guards Knight Goblin Cage Electro Wizard Lumberjack
Knight Goblin Cage Lumberjack
Goblin Cage Electro Wizard Knight
Goblin Cage Guards
Knight Goblin Cage Guards Lumberjack
Arrows Goblin Cage Guards Electro Wizard
Knight Goblin Cage Guards Lumberjack
Goblin Cage
Guards Electro Wizard Knight Goblin Cage Lumberjack
Arrows Goblin Cage Electro Wizard
Arrows Goblin Cage 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.)

Arrows Knight Guards
Arrows Electro Wizard
Arrows
Arrows Knight Guards
Arrows
Arrows
Arrows
Arrows
Arrows
Guards Electro Wizard Lumberjack
Arrows Knight Electro Wizard
Arrows
Knight
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows Electro Wizard
Arrows
Arrows
Arrows Electro Wizard
Electro Wizard Guards
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Guards
Arrows Electro Wizard
Arrows
Knight Electro Wizard Lumberjack
Arrows
Arrows
Guards Electro Wizard
Electro Wizard
Electro Wizard

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