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.

Fire Spirit Electro Wizard Mother Witch

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.

Balloon Bowler Electro Wizard Lumberjack Mother Witch

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.

Arrows Freeze

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.

Fire Spirit Balloon 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.

Balloon 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
Balloon
Giant Snowball
Fire Spirit Balloon Lumberjack
Zap
Fire Spirit Balloon
Barbarian Barrel
Fire Spirit Electro Wizard Lumberjack
The Log
Fire Spirit Lumberjack
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Balloon Bowler Electro Wizard Lumberjack Mother Witch
Fireball
Balloon Bowler Electro Wizard Lumberjack Mother Witch
Poison
Balloon Electro Wizard Mother Witch
Lightning
Balloon Bowler Electro Wizard Lumberjack Mother Witch
Rocket
Balloon Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Freeze Bowler

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 Arrows Freeze Bowler Mother Witch

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 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.

Fire Spirit Arrows Freeze Electro Wizard Lumberjack Mother Witch Balloon Bowler

Shortest cycle

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

12 Fire Spirit Arrows Freeze Electro Wizard

Attack Synergies 3 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.

Fire Spirit
Balloon Bowler Lumberjack Mother Witch
Arrows
Balloon Freeze Bowler Lumberjack Mother Witch
Freeze
Balloon Arrows
Balloon
Arrows Freeze Lumberjack Fire Spirit Electro Wizard
Bowler
Fire Spirit Arrows Electro Wizard Lumberjack Mother Witch
Electro Wizard
Balloon Bowler Lumberjack
Lumberjack
Balloon Fire Spirit Arrows Bowler Electro Wizard
Mother Witch
Fire Spirit Arrows Bowler

Defense Synergies 0 11

Fire Spirit
Electro Wizard
Arrows
Bowler Lumberjack Mother Witch
Freeze
Electro Wizard Lumberjack
Balloon
Bowler
Arrows Electro Wizard Lumberjack Mother Witch
Electro Wizard
Fire Spirit Freeze Bowler Lumberjack
Lumberjack
Arrows Freeze Bowler Electro Wizard Mother Witch
Mother Witch
Arrows Bowler Lumberjack

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 Electro Wizard
Lumberjack Electro Wizard
Bowler Lumberjack Fire Spirit Freeze Electro Wizard
Lumberjack Bowler Electro Wizard
Arrows Bowler Lumberjack
Arrows Freeze Bowler Fire Spirit Electro Wizard Lumberjack Mother Witch
Electro Wizard Fire Spirit Arrows Freeze
Bowler Arrows Electro Wizard
Lumberjack
Fire Spirit Bowler Electro Wizard Lumberjack
Electro Wizard Mother Witch Arrows Freeze Bowler Lumberjack
Arrows Electro Wizard
Bowler Lumberjack Fire Spirit Freeze Electro Wizard
Fire Spirit Bowler Arrows Freeze Electro Wizard Lumberjack
Electro Wizard Lumberjack
Freeze Bowler Electro Wizard Lumberjack
Arrows Bowler Electro Wizard Lumberjack
Fire Spirit Arrows Bowler Electro Wizard Lumberjack
Arrows Freeze Fire Spirit Bowler Electro Wizard Lumberjack Mother Witch
Electro Wizard Lumberjack
Bowler Fire Spirit Arrows Electro Wizard Lumberjack Mother Witch
Lumberjack

Counters to secondary win conditions

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

Lumberjack Bowler Electro Wizard
Electro Wizard Arrows Bowler Lumberjack
Lumberjack Bowler Electro Wizard
Bowler Lumberjack Electro Wizard
Bowler Lumberjack
Fire Spirit Arrows Mother Witch Freeze Electro Wizard
Bowler Electro Wizard Lumberjack
Lumberjack
Freeze Electro Wizard
Bowler Lumberjack
Arrows Bowler Electro Wizard
Bowler Lumberjack
Bowler
Electro Wizard Freeze Bowler Lumberjack
Arrows Bowler Freeze Electro Wizard Mother Witch
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 Freeze
Arrows Bowler Electro Wizard
Arrows
Arrows Freeze
Fire Spirit Arrows Bowler
Arrows Mother Witch Fire Spirit Freeze
Fire Spirit Arrows Bowler
Arrows Fire Spirit Freeze Bowler
Arrows
Fire Spirit Bowler Electro Wizard Lumberjack
Arrows Bowler Electro Wizard
Fire Spirit Arrows
Fire Spirit Bowler
Arrows Freeze
Arrows
Arrows Bowler
Arrows Bowler
Arrows Freeze
Fire Spirit Arrows Bowler Electro Wizard
Fire Spirit Arrows Bowler Mother Witch
Bowler
Arrows
Bowler
Arrows
Arrows Freeze Mother Witch Fire Spirit Bowler
Arrows Bowler Electro Wizard
Arrows Bowler
Arrows
Fire Spirit Arrows Electro Wizard Mother Witch
Electro Wizard Freeze
Bowler
Arrows
Arrows Freeze Electro Wizard
Arrows Bowler
Electro Wizard Fire Spirit Freeze
Fire Spirit Arrows Electro Wizard
Freeze
Arrows
Bowler Electro Wizard Lumberjack
Arrows Bowler
Arrows
Freeze Bowler Electro Wizard
Electro Wizard
Freeze Bowler Electro Wizard
Bowler

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