My Best Clash Royale Deck

Deck Check Rating

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

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro 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.

Wizard Electro Dragon Bowler Lumberjack Goblinstein

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.

Rage

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.

Barbarians 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.

Electro Dragon 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
Giant Snowball
Barbarians Electro Dragon Lumberjack
Zap
Barbarian Barrel
Barbarians Wizard Lumberjack
The Log
Barbarians Lumberjack
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Wizard Electro Dragon Bowler Lumberjack
Fireball
Barbarians Wizard Electro Dragon Bowler Lumberjack
Poison
Barbarians Wizard Electro Dragon
Lightning
Wizard Electro Dragon Bowler Lumberjack Goblinstein
Rocket
Barbarians Wizard Electro Dragon Bowler

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.

Wizard Electro Dragon Bowler

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.

Rage Bowler

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 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.

Mirror Rage Lumberjack Barbarians Wizard Electro Dragon Bowler Goblinstein

Shortest cycle

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

11 Mirror Rage Lumberjack Barbarians

Attack Synergies 0 6

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
Wizard
Rage Lumberjack
Mirror
Lumberjack
Rage
Wizard Electro Dragon
Electro Dragon
Rage Bowler
Bowler
Electro Dragon Lumberjack
Lumberjack
Wizard Mirror Bowler
Goblinstein

Defense Synergies 0 7

Barbarians
Wizard
Lumberjack
Mirror
Electro Dragon Bowler Lumberjack
Rage
Electro Dragon
Mirror Bowler Lumberjack
Bowler
Mirror Electro Dragon Lumberjack
Lumberjack
Wizard Mirror Electro Dragon Bowler
Goblinstein

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 Wizard Electro Dragon
Barbarians Lumberjack Electro Dragon
Barbarians Bowler Lumberjack Electro Dragon
Barbarians Lumberjack Electro Dragon Bowler
Barbarians Bowler Lumberjack
Bowler Electro Dragon Lumberjack
Wizard Electro Dragon
Bowler Barbarians Electro Dragon
Barbarians Lumberjack
Barbarians Bowler Lumberjack
Barbarians Wizard Electro Dragon Bowler Lumberjack
Wizard Electro Dragon
Barbarians Bowler Lumberjack Wizard Electro Dragon
Wizard Bowler Barbarians Electro Dragon Lumberjack
Barbarians Lumberjack
Barbarians Bowler Lumberjack
Barbarians Wizard Electro Dragon Bowler Lumberjack
Barbarians Wizard Electro Dragon Bowler Lumberjack
Wizard Barbarians Electro Dragon Bowler Lumberjack
Barbarians Lumberjack
Wizard Bowler Barbarians Electro Dragon Lumberjack

Counters to secondary win conditions

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

Barbarians Lumberjack Bowler
Wizard Electro Dragon Bowler Lumberjack
Barbarians Lumberjack Electro Dragon Bowler
Bowler Lumberjack Barbarians
Barbarians Bowler Lumberjack
Wizard Electro Dragon
Barbarians Bowler Lumberjack
Barbarians Lumberjack
Electro Dragon Barbarians
Barbarians
Barbarians Electro Dragon Bowler Lumberjack
Barbarians Bowler
Barbarians Bowler Wizard Lumberjack
Wizard Barbarians Electro Dragon Bowler
Barbarians Electro Dragon Bowler Lumberjack
Bowler Barbarians Wizard Electro Dragon

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 Bowler
Electro Dragon
Barbarians
Wizard Bowler
Wizard Electro Dragon
Wizard Bowler
Wizard Electro Dragon Bowler
Wizard Electro Dragon
Electro Dragon Bowler Lumberjack
Wizard Electro Dragon Bowler
Wizard Electro Dragon
Bowler
Electro Dragon
Wizard Electro Dragon Bowler
Wizard Electro Dragon Bowler
Wizard Electro Dragon Bowler
Wizard Electro Dragon Bowler
Bowler
Wizard
Bowler
Barbarians Electro Dragon
Wizard Electro Dragon Bowler
Wizard Electro Dragon Bowler
Wizard Electro Dragon Bowler
Wizard Electro Dragon
Electro Dragon Wizard
Bowler
Wizard Electro Dragon
Electro Dragon
Wizard Bowler
Barbarians Electro Dragon
Wizard Electro Dragon
Wizard Electro Dragon Bowler Lumberjack
Wizard Electro Dragon Bowler
Electro Dragon
Electro Dragon Bowler
Electro Dragon
Electro Dragon Bowler
Wizard Electro Dragon Bowler

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