My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!
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!
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.

Wizard Baby Dragon Witch Ram Rider

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.

Wizard Baby Dragon Witch Lumberjack Ram Rider Skeleton King

Offensive cards

Win conditions

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

Miner Ram Rider

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.

Miner Lumberjack Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Baby Dragon Lumberjack Ram Rider 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.

Miner Lumberjack Ram Rider

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
Miner Ram Rider Skeleton King
Giant Snowball
Baby Dragon Witch Miner Lumberjack Ram Rider Skeleton King
Zap
Witch Ram Rider Skeleton King
Barbarian Barrel
Wizard Witch Lumberjack Skeleton King
The Log
Witch Lumberjack Ram Rider Skeleton King
Earthquake
Witch Skeleton King
Arrows
Witch Skeleton King
Royal Delivery
Wizard Baby Dragon Witch Miner Lumberjack Ram Rider Skeleton King
Fireball
Wizard Baby Dragon Witch Lumberjack Ram Rider Skeleton King
Poison
Wizard Witch Skeleton King
Lightning
Wizard Baby Dragon Witch Lumberjack Ram Rider Skeleton King
Rocket
Wizard Witch Ram Rider Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby 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.

Arrows Baby Dragon Miner

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 Witch

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.

Arrows Miner Baby Dragon Lumberjack Skeleton King Wizard Witch Ram Rider

Shortest cycle

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

14 Arrows Miner Baby Dragon Lumberjack

Attack Synergies 0 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.

Arrows
Miner Lumberjack Ram Rider
Wizard
Miner Lumberjack Ram Rider
Baby Dragon
Witch Miner Lumberjack Ram Rider
Witch
Baby Dragon Miner Lumberjack Ram Rider Skeleton King
Miner
Arrows Wizard Baby Dragon Witch Lumberjack Skeleton King
Lumberjack
Arrows Wizard Baby Dragon Witch Miner Ram Rider
Ram Rider
Arrows Wizard Baby Dragon Witch Lumberjack
Skeleton King
Witch Miner

Defense Synergies 0 8

Arrows
Lumberjack
Wizard
Lumberjack Skeleton King
Baby Dragon
Witch Lumberjack Skeleton King
Witch
Baby Dragon Lumberjack
Miner
Lumberjack
Arrows Wizard Baby Dragon Witch Ram Rider
Ram Rider
Lumberjack
Skeleton King
Wizard Baby 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.

Wizard Baby Dragon Ram Rider
Lumberjack Witch Ram Rider
Witch Lumberjack Ram Rider
Witch Lumberjack Ram Rider Skeleton King
Arrows Lumberjack
Arrows Baby Dragon Lumberjack
Ram Rider Arrows Wizard Baby Dragon Witch
Arrows Baby Dragon Ram Rider
Witch Lumberjack Skeleton King
Miner Lumberjack
Witch Arrows Wizard Baby Dragon Lumberjack Ram Rider Skeleton King
Arrows Wizard Baby Dragon Witch Ram Rider
Lumberjack Wizard Witch Ram Rider
Wizard Arrows Baby Dragon Witch Lumberjack Skeleton King
Lumberjack Ram Rider Skeleton King
Lumberjack Ram Rider
Wizard Arrows Witch Lumberjack
Arrows Wizard Baby Dragon Witch Lumberjack Ram Rider
Arrows Wizard Baby Dragon Witch Lumberjack Ram Rider
Lumberjack Ram Rider
Wizard Arrows Baby Dragon Witch Lumberjack

Counters to secondary win conditions

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

Lumberjack Witch
Arrows Wizard Baby Dragon Miner Lumberjack
Lumberjack Witch Ram Rider
Lumberjack Ram Rider
Witch Lumberjack Ram Rider
Arrows Wizard Baby Dragon Witch Ram Rider
Witch Lumberjack Ram Rider
Lumberjack
Baby Dragon Witch
Witch
Witch Lumberjack
Arrows
Wizard Witch Lumberjack Ram Rider Skeleton King
Wizard Baby Dragon Witch
Witch Baby Dragon Lumberjack Skeleton King
Arrows Wizard Baby Dragon Witch Skeleton King
Arrows

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 Baby Dragon
Arrows Baby Dragon Miner Ram Rider
Arrows Baby Dragon Miner
Arrows
Wizard Arrows Baby Dragon
Arrows Wizard Baby Dragon Witch Ram Rider
Arrows Wizard Baby Dragon Witch
Arrows Wizard Baby Dragon Ram Rider
Arrows Miner Wizard Ram Rider
Lumberjack
Miner Arrows Wizard Ram Rider
Arrows Wizard Baby Dragon
Baby Dragon Miner
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon Witch
Arrows Wizard Baby Dragon
Arrows
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon Witch Miner
Baby Dragon
Arrows Wizard
Arrows Baby Dragon
Arrows Wizard Baby Dragon Witch
Witch
Arrows Miner Wizard Baby Dragon Witch Ram Rider
Arrows Wizard Baby Dragon Witch Miner Ram Rider
Miner Arrows Baby Dragon
Arrows Wizard Baby Dragon Witch
Wizard Witch
Arrows Wizard Miner
Arrows
Arrows Wizard
Witch
Arrows Wizard Baby Dragon Witch Ram Rider
Arrows
Miner Wizard Baby Dragon Lumberjack
Arrows Wizard Baby Dragon Skeleton King
Arrows
Baby Dragon Witch Skeleton King
Witch
Baby Dragon Witch Miner
Wizard

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