My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Baby Dragon Electro 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.

Baby Dragon Balloon Electro Wizard Lumberjack Mighty Miner

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.

Freeze 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.

Barbarians Baby Dragon Balloon Lumberjack Mighty Miner

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 Mighty Miner

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
Balloon Mighty Miner
Giant Snowball
Barbarians Baby Dragon Balloon Lumberjack Mighty Miner
Zap
Balloon Mighty Miner
Barbarian Barrel
Barbarians Electro Wizard Lumberjack
The Log
Barbarians Lumberjack
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Baby Dragon Balloon Electro Wizard Lumberjack
Fireball
Barbarians Baby Dragon Balloon Electro Wizard Lumberjack Mighty Miner
Poison
Barbarians Balloon Electro Wizard
Lightning
Baby Dragon Balloon Electro Wizard Lumberjack Mighty Miner
Rocket
Barbarians Balloon Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Freeze The Log

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.

Baby Dragon Freeze Mighty 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.

Barbarians 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.

The Log Baby Dragon Freeze Electro Wizard Lumberjack Mighty Miner Barbarians Balloon

Shortest cycle

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

14 The Log Baby Dragon Freeze Electro Wizard

Attack Synergies 2 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.

Barbarians
Balloon
Baby Dragon
Balloon Electro Wizard Lumberjack
Freeze
Balloon
Balloon
Freeze Lumberjack Barbarians Baby Dragon The Log Electro Wizard
The Log
Balloon Lumberjack
Electro Wizard
Baby Dragon Balloon Lumberjack
Lumberjack
Balloon Baby Dragon The Log Electro Wizard
Mighty Miner

Defense Synergies 0 7

Barbarians
Baby Dragon
The Log Lumberjack
Freeze
Electro Wizard Lumberjack
Balloon
The Log
Baby Dragon Electro Wizard Lumberjack
Electro Wizard
Freeze The Log Lumberjack
Lumberjack
Baby Dragon Freeze The Log Electro Wizard
Mighty Miner

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.

Baby Dragon The Log Electro Wizard
Barbarians Lumberjack The Log Electro Wizard
Barbarians Lumberjack Freeze Electro Wizard
Barbarians Lumberjack Electro Wizard
Barbarians The Log Lumberjack
Freeze The Log Baby Dragon Electro Wizard Lumberjack
Electro Wizard Baby Dragon Freeze
Barbarians Baby Dragon The Log Electro Wizard
Barbarians Mighty Miner Lumberjack
Barbarians Electro Wizard Lumberjack
Barbarians Electro Wizard Baby Dragon Freeze The Log Lumberjack
Baby Dragon Electro Wizard
Barbarians Lumberjack Freeze The Log Electro Wizard
Barbarians Baby Dragon Freeze The Log Electro Wizard Lumberjack
Barbarians Electro Wizard Lumberjack
Barbarians Freeze The Log Electro Wizard Lumberjack
Barbarians Electro Wizard Lumberjack
Barbarians Baby Dragon The Log Electro Wizard Lumberjack
Baby Dragon Freeze The Log Barbarians Electro Wizard Lumberjack
Barbarians Electro Wizard Lumberjack
Barbarians Baby Dragon The Log Electro Wizard Lumberjack
Lumberjack Mighty Miner

Counters to secondary win conditions

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

Barbarians Lumberjack Electro Wizard
Electro Wizard Baby Dragon The Log Lumberjack
Barbarians Lumberjack The Log Electro Wizard
Lumberjack Barbarians The Log Electro Wizard
Barbarians Lumberjack Mighty Miner
Baby Dragon Freeze Electro Wizard
Barbarians Electro Wizard Lumberjack
Mighty Miner Barbarians Lumberjack
Freeze Electro Wizard Barbarians Baby Dragon The Log
Barbarians
Barbarians Lumberjack
Barbarians The Log Electro Wizard
Barbarians Lumberjack
Barbarians Baby Dragon
Barbarians Electro Wizard Baby Dragon Freeze The Log Lumberjack Mighty Miner
Barbarians Baby Dragon Freeze The Log Electro Wizard Mighty Miner
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.)

Baby Dragon Freeze The Log
Baby Dragon The Log Electro Wizard
Baby Dragon The Log
Barbarians Freeze The Log
Baby Dragon The Log
Baby Dragon Freeze
Baby Dragon The Log
The Log Baby Dragon Freeze
The Log
Electro Wizard Lumberjack
The Log Electro Wizard
Baby Dragon
Baby Dragon The Log
Baby Dragon Freeze
Baby Dragon The Log
Baby Dragon The Log
Baby Dragon The Log
Freeze
Baby Dragon The Log Electro Wizard
Baby Dragon The Log
Baby Dragon The Log
The Log
Barbarians Baby Dragon The Log
Freeze The Log Baby Dragon
The Log Baby Dragon Electro Wizard
Baby Dragon The Log
Baby Dragon The Log
Baby Dragon Electro Wizard
Electro Wizard Freeze
The Log
Freeze Electro Wizard
Mighty Miner
The Log
Electro Wizard Barbarians Freeze
Baby Dragon Electro Wizard
Freeze
The Log
Baby Dragon Electro Wizard Lumberjack
The Log Baby Dragon
Baby Dragon Freeze The Log Electro Wizard
Electro Wizard
Baby Dragon Freeze The Log Electro Wizard

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