My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Inferno 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.

Bomber Knight Electro Wizard Inferno Dragon Lumberjack Mega Knight

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.

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Lumberjack Mega Knight

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 Lumberjack Mega Knight

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 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
Bomber Inferno Dragon
Giant Snowball
Bomber Inferno Dragon Lumberjack
Zap
Bomber Inferno Dragon
Barbarian Barrel
Bomber Knight Electro Wizard Lumberjack
The Log
Bomber Lumberjack
Earthquake
Bomber
Arrows
Bomber
Royal Delivery
Bomber Knight Electro Wizard Inferno Dragon Lumberjack
Fireball
Bomber Electro Wizard Inferno Dragon Lumberjack
Poison
Bomber Electro Wizard
Lightning
Knight Electro Wizard Inferno Dragon Lumberjack
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Mega Knight

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 Knight Inferno Dragon Mega Knight

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.

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.

Mirror Bomber Arrows Knight Electro Wizard Inferno Dragon Lumberjack Mega Knight

Shortest cycle

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

8 Mirror Bomber Arrows Knight

Attack Synergies 2 12

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.

Bomber
Knight Lumberjack Mega Knight
Arrows
Mirror Knight Lumberjack Mega Knight
Knight
Bomber Arrows Electro Wizard Lumberjack
Mirror
Arrows Lumberjack
Electro Wizard
Knight Lumberjack Mega Knight
Inferno Dragon
Mega Knight
Lumberjack
Bomber Arrows Knight Mirror Electro Wizard Mega Knight
Mega Knight
Inferno Dragon Bomber Arrows Electro Wizard Lumberjack

Defense Synergies 4 12

Bomber
Knight Electro Wizard
Arrows
Mirror Mega Knight Knight Lumberjack
Knight
Bomber Electro Wizard Arrows Lumberjack
Mirror
Arrows Electro Wizard Inferno Dragon Lumberjack Mega Knight
Electro Wizard
Knight Bomber Mirror Inferno Dragon Lumberjack Mega Knight
Inferno Dragon
Mirror Electro Wizard Mega Knight
Lumberjack
Arrows Knight Mirror Electro Wizard
Mega Knight
Arrows Mirror Electro Wizard Inferno 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.

Bomber Knight Electro Wizard
Inferno Dragon Lumberjack Knight Electro Wizard Mega Knight
Lumberjack Mega Knight Bomber Knight Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Knight Electro Wizard Mega Knight
Bomber Arrows Lumberjack Mega Knight
Arrows Bomber Electro Wizard Lumberjack Mega Knight
Electro Wizard Inferno Dragon Arrows
Arrows Electro Wizard Mega Knight
Inferno Dragon Lumberjack
Knight Bomber Electro Wizard Lumberjack Mega Knight
Electro Wizard Bomber Arrows Knight Lumberjack Mega Knight
Arrows Inferno Dragon Electro Wizard
Lumberjack Mega Knight Bomber Knight Electro Wizard
Bomber Mega Knight Arrows Electro Wizard Lumberjack
Inferno Dragon Knight Electro Wizard Lumberjack Mega Knight
Electro Wizard Inferno Dragon Lumberjack Mega Knight
Mega Knight Bomber Arrows Knight Electro Wizard Lumberjack
Arrows Mega Knight Bomber Knight Electro Wizard Lumberjack
Arrows Bomber Knight Electro Wizard Inferno Dragon Lumberjack Mega Knight
Electro Wizard Inferno Dragon Lumberjack
Bomber Mega Knight Arrows Knight Electro Wizard Lumberjack
Inferno Dragon

Counters to secondary win conditions

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

Knight Lumberjack Mega Knight Electro Wizard
Electro Wizard Bomber Arrows Knight Inferno Dragon Lumberjack Mega Knight
Lumberjack Mega Knight Knight Electro Wizard
Lumberjack Mega Knight Knight Electro Wizard
Knight Inferno Dragon Lumberjack Mega Knight
Arrows Electro Wizard
Knight Electro Wizard Lumberjack
Mega Knight Knight Inferno Dragon Lumberjack
Electro Wizard Mega Knight Knight Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Knight Lumberjack
Mega Knight Arrows Electro Wizard
Mega Knight Knight Lumberjack
Bomber Mega Knight
Electro Wizard Bomber Knight Inferno Dragon Lumberjack
Arrows Mega Knight Bomber Electro Wizard Inferno Dragon
Bomber Arrows 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
Arrows Electro Wizard
Arrows
Arrows Knight
Bomber Arrows Mega Knight
Arrows
Bomber Arrows
Arrows
Arrows
Electro Wizard Lumberjack
Arrows Knight Electro Wizard
Arrows
Knight
Arrows
Arrows
Bomber Arrows
Arrows Mega Knight
Arrows
Bomber
Bomber Arrows Electro Wizard Mega Knight
Bomber Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Bomber Mega Knight
Inferno Dragon
Arrows Electro Wizard
Arrows Mega Knight
Arrows
Arrows Electro Wizard
Electro Wizard
Bomber Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard
Arrows Electro Wizard
Arrows
Knight Electro Wizard Lumberjack Mega Knight
Arrows Bomber
Arrows
Mega Knight
Electro Wizard
Electro Wizard
Electro Wizard Mega Knight
Inferno Dragon
Mega Knight

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