My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Wizard Witch 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.

Bats Firecracker Wizard Witch Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider 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.

Hog Rider 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.

Firecracker Hog Rider 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
Bats Hog Rider
Giant Snowball
Bats Hog Rider Witch Lumberjack
Zap
Bats Firecracker Witch
Barbarian Barrel
Firecracker Wizard Witch Electro Wizard Lumberjack
The Log
Firecracker Hog Rider Witch Lumberjack
Earthquake
Firecracker Hog Rider Witch
Arrows
Bats Firecracker Witch
Royal Delivery
Bats Firecracker Hog Rider Wizard Witch Electro Wizard Lumberjack
Fireball
Firecracker Hog Rider Wizard Witch Electro Wizard Lumberjack
Poison
Bats Firecracker Wizard Witch Electro Wizard
Lightning
Wizard Witch Electro Wizard Lumberjack
Rocket
Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard

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.

Bats

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 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.

Mirror Bats Firecracker Hog Rider Electro Wizard Lumberjack Wizard Witch

Shortest cycle

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

9 Mirror Bats Firecracker Hog Rider

Attack Synergies 2 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.

Bats
Hog Rider Firecracker Lumberjack
Firecracker
Hog Rider Bats Mirror Lumberjack
Hog Rider
Bats Firecracker Wizard Mirror Witch Electro Wizard Lumberjack
Wizard
Hog Rider Lumberjack
Mirror
Firecracker Hog Rider Lumberjack
Witch
Hog Rider Lumberjack
Electro Wizard
Hog Rider Lumberjack
Lumberjack
Bats Firecracker Hog Rider Wizard Mirror Witch Electro Wizard

Defense Synergies 0 13

Bats
Firecracker Electro Wizard Lumberjack
Firecracker
Bats Mirror Electro Wizard Lumberjack
Hog Rider
Wizard
Electro Wizard Lumberjack
Mirror
Firecracker Electro Wizard Lumberjack
Witch
Electro Wizard Lumberjack
Electro Wizard
Bats Firecracker Wizard Mirror Witch Lumberjack
Lumberjack
Bats Firecracker Wizard Mirror Witch 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.

Firecracker Wizard Electro Wizard
Lumberjack Bats Firecracker Witch Electro Wizard
Witch Lumberjack Bats Electro Wizard
Witch Lumberjack Bats Firecracker Electro Wizard
Firecracker Lumberjack
Bats Firecracker Electro Wizard Lumberjack
Bats Electro Wizard Firecracker Wizard Witch
Electro Wizard
Witch Lumberjack
Firecracker Electro Wizard Lumberjack
Bats Witch Electro Wizard Firecracker Wizard Lumberjack
Bats Firecracker Wizard Witch Electro Wizard
Lumberjack Bats Wizard Witch Electro Wizard
Wizard Bats Firecracker Witch Electro Wizard Lumberjack
Electro Wizard Lumberjack
Electro Wizard Lumberjack
Wizard Bats Firecracker Witch Electro Wizard Lumberjack
Bats Firecracker Wizard Witch Electro Wizard Lumberjack
Wizard Witch Bats Firecracker Electro Wizard Lumberjack
Electro Wizard Lumberjack
Wizard Bats Firecracker Witch Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Witch Electro Wizard
Electro Wizard Firecracker Wizard Lumberjack
Lumberjack Bats Witch Electro Wizard
Lumberjack Bats Electro Wizard
Witch Lumberjack
Firecracker Wizard Bats Witch Electro Wizard
Bats Witch Electro Wizard Lumberjack
Lumberjack
Electro Wizard Bats Firecracker Witch
Witch
Bats Witch Lumberjack
Electro Wizard
Wizard Witch Lumberjack
Wizard Firecracker Witch
Witch Electro Wizard Bats Firecracker Lumberjack
Bats Firecracker Wizard Witch 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.)

Firecracker
Firecracker Electro Wizard
Firecracker
Wizard Firecracker
Firecracker Wizard Bats Witch
Firecracker Wizard Witch
Firecracker Wizard
Firecracker Wizard
Bats Electro Wizard Lumberjack
Firecracker Wizard Electro Wizard
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Firecracker Wizard Witch
Firecracker Wizard
Bats
Firecracker Wizard Electro Wizard
Firecracker Wizard Witch
Wizard
Firecracker Wizard Witch
Witch
Firecracker Wizard Witch Electro Wizard
Wizard Witch
Firecracker
Bats Firecracker Wizard Witch Electro Wizard
Electro Wizard Bats Firecracker Wizard Witch
Wizard
Firecracker Electro Wizard
Firecracker Wizard
Electro Wizard Bats Witch
Firecracker Wizard Witch Electro Wizard
Firecracker Wizard Electro Wizard Lumberjack
Firecracker Wizard
Firecracker
Bats Firecracker Witch Electro Wizard
Firecracker Bats Witch Electro Wizard
Firecracker Witch Electro Wizard
Firecracker Wizard

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