My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Good
Versatility
Great!
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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.

Fire Spirit Archers 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.

Archers Royal Giant Wizard Golem Lumberjack

Offensive cards

Win conditions

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

Royal Giant Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

The Log

Punishments

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

Royal Giant 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.

Fire Spirit Royal Giant Golem 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.

Golem 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
Archers Royal Giant
Giant Snowball
Fire Spirit Archers Lumberjack
Zap
Fire Spirit Archers Royal Giant
Barbarian Barrel
Fire Spirit Archers Wizard Lumberjack
The Log
Fire Spirit Archers Royal Giant Lumberjack
Earthquake
Archers
Arrows
Fire Spirit Archers
Royal Delivery
Fire Spirit Archers Wizard Lumberjack
Fireball
Archers Wizard Lumberjack
Poison
Archers Wizard
Lightning
Wizard Lumberjack
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Golem

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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.

Fire Spirit 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 Fire Spirit The Log Archers Lumberjack Wizard Royal Giant Golem

Shortest cycle

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

6 Mirror Fire Spirit The Log Archers

Attack Synergies 2 15

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.

Fire Spirit
Royal Giant Golem Lumberjack
Archers
Royal Giant Golem Lumberjack
Royal Giant
Fire Spirit Archers Wizard Mirror The Log Lumberjack
Wizard
Royal Giant Golem Lumberjack
Mirror
The Log Royal Giant Lumberjack
Golem
Fire Spirit Archers Wizard The Log Lumberjack
The Log
Mirror Royal Giant Golem Lumberjack
Lumberjack
Fire Spirit Archers Royal Giant Wizard Mirror Golem The Log

Defense Synergies 0 8

Fire Spirit
The Log
Archers
The Log Lumberjack
Royal Giant
Wizard
The Log Lumberjack
Mirror
The Log Lumberjack
Golem
The Log
Fire Spirit Archers Wizard Mirror Lumberjack
Lumberjack
Archers Wizard Mirror The Log

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 The Log
Lumberjack The Log
Lumberjack Fire Spirit Archers
Lumberjack
The Log Lumberjack
The Log Fire Spirit Archers Lumberjack
Fire Spirit Archers Wizard
The Log
Lumberjack
Fire Spirit Archers Lumberjack
Archers Wizard The Log Lumberjack
Archers Wizard
Lumberjack Fire Spirit Wizard The Log
Fire Spirit Wizard The Log Lumberjack
Lumberjack
The Log Lumberjack
Wizard Lumberjack
Fire Spirit Archers Wizard The Log Lumberjack
Wizard The Log Fire Spirit Archers Lumberjack
Lumberjack
Wizard Fire Spirit Archers The Log Lumberjack

Counters to secondary win conditions

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

Lumberjack Archers
Archers Wizard The Log Lumberjack
Lumberjack The Log
Lumberjack The Log
Lumberjack
Fire Spirit Wizard Archers
Archers Lumberjack
Lumberjack
The Log
Lumberjack
The Log
Wizard Lumberjack
Wizard Archers
Archers The Log Lumberjack
Archers Wizard The Log

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.)

The Log
The Log
The Log
The Log
Wizard Fire Spirit The Log
Wizard Fire Spirit
Fire Spirit Archers Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard
Fire Spirit Lumberjack
Wizard The Log
Fire Spirit Archers Wizard
Fire Spirit The Log
The Log
Wizard The Log
Wizard The Log
Fire Spirit Archers Wizard The Log
Fire Spirit Wizard The Log
The Log
Wizard
The Log
The Log
The Log Fire Spirit Wizard
The Log Wizard
Wizard The Log
The Log
Fire Spirit Archers Wizard
Wizard
Wizard The Log
Wizard The Log
Fire Spirit Archers
Fire Spirit Archers Wizard
The Log
Wizard Lumberjack
The Log Wizard
The Log
The Log
Wizard

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