My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

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 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!
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.

Electro Wizard Inferno Dragon Phoenix

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.

Giant Prince Electro Wizard Inferno Dragon Phoenix Lumberjack Goblinstein

Offensive cards

Win conditions

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

Giant

Damage spells

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

Fireball

Punishments

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

Giant Prince Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

Prince Inferno Dragon

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.

Fireball

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.

Fireball 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.

Fireball Electro Wizard Inferno Dragon Phoenix Lumberjack Giant Prince Goblinstein

Shortest cycle

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

16 Fireball Electro Wizard Inferno Dragon Phoenix

Attack Synergies 1 7

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.

Fireball
Giant Electro Wizard
Giant
Prince Fireball Electro Wizard Lumberjack
Prince
Giant Electro Wizard Lumberjack
Electro Wizard
Fireball Giant Prince Lumberjack
Inferno Dragon
Phoenix
Lumberjack
Giant Prince Electro Wizard
Goblinstein

Defense Synergies 0 5

Fireball
Electro Wizard Lumberjack
Giant
Prince
Electro Wizard
Electro Wizard
Fireball Prince Inferno Dragon Lumberjack
Inferno Dragon
Electro Wizard
Phoenix
Lumberjack
Fireball Electro Wizard
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.

Fireball Electro Wizard
Inferno Dragon Lumberjack Prince Electro Wizard Phoenix
Prince Lumberjack Electro Wizard Inferno Dragon
Prince Inferno Dragon Lumberjack Electro Wizard Phoenix
Fireball Prince Lumberjack
Fireball Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Fireball Phoenix
Fireball Electro Wizard Phoenix
Inferno Dragon Prince Phoenix Lumberjack
Prince Electro Wizard Phoenix Lumberjack
Electro Wizard Fireball Lumberjack
Inferno Dragon Fireball Electro Wizard Phoenix
Prince Lumberjack Fireball Electro Wizard
Fireball Prince Electro Wizard Lumberjack
Inferno Dragon Prince Electro Wizard Phoenix Lumberjack
Fireball Prince Electro Wizard Inferno Dragon Lumberjack
Fireball Prince Electro Wizard Lumberjack
Fireball Prince Electro Wizard Lumberjack
Fireball Electro Wizard Inferno Dragon Lumberjack
Prince Electro Wizard Inferno Dragon Phoenix Lumberjack
Fireball Prince Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Fireball Prince Electro Wizard
Fireball Electro Wizard Prince Inferno Dragon Phoenix Lumberjack
Lumberjack Prince Electro Wizard
Prince Lumberjack Fireball Electro Wizard Phoenix
Prince Inferno Dragon Phoenix Lumberjack
Fireball Electro Wizard
Prince Fireball Electro Wizard Phoenix Lumberjack
Prince Inferno Dragon Phoenix Lumberjack
Electro Wizard Fireball Prince Inferno Dragon Phoenix
Inferno Dragon Phoenix
Inferno Dragon Prince Phoenix Lumberjack
Fireball Prince Electro Wizard Phoenix
Prince Fireball Lumberjack
Fireball
Electro Wizard Phoenix Fireball Prince Inferno Dragon Lumberjack
Fireball Electro Wizard Inferno Dragon Phoenix
Fireball 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.)

Fireball
Fireball Electro Wizard
Fireball
Fireball Prince
Fireball
Fireball
Fireball
Fireball
Fireball Prince Electro Wizard Lumberjack
Fireball Prince Electro Wizard
Fireball
Fireball
Fireball
Fireball Prince
Fireball
Fireball
Fireball
Fireball Prince Electro Wizard
Fireball
Fireball Prince
Fireball
Prince
Fireball
Fireball
Inferno Dragon
Fireball Electro Wizard
Fireball Prince
Fireball
Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Fireball
Fireball Electro Wizard
Prince
Fireball
Electro Wizard Fireball Prince
Fireball Electro Wizard
Fireball
Fireball Prince Electro Wizard Lumberjack
Fireball
Fireball
Prince
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Prince Electro Wizard
Prince Inferno Dragon
Fireball

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