My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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.

Firecracker Wizard Witch Ice 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.

Firecracker Wizard Witch Ice Wizard Lumberjack Goblinstein

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.

Rage

Punishments

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

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.

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 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
Clone
Giant Snowball
Clone Witch Lumberjack
Zap
Firecracker Clone Witch
Barbarian Barrel
Firecracker Wizard Clone Witch Ice Wizard Lumberjack
The Log
Firecracker Clone Witch Lumberjack
Earthquake
Firecracker Clone Witch
Arrows
Firecracker Clone Witch
Royal Delivery
Firecracker Wizard Clone Witch Ice Wizard Lumberjack
Fireball
Firecracker Wizard Clone Witch Ice Wizard Lumberjack
Poison
Firecracker Wizard Clone Witch Ice Wizard
Lightning
Wizard Witch Ice Wizard Lumberjack Goblinstein
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Ice Wizard

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.

Rage Clone Ice Wizard

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 Ice 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.

Rage Firecracker Clone Ice Wizard Lumberjack Wizard Witch Goblinstein

Shortest cycle

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

11 Rage Firecracker Clone Ice Wizard

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.

Firecracker
Lumberjack
Wizard
Rage Lumberjack
Rage
Witch Wizard
Clone
Witch Lumberjack
Witch
Rage Clone Lumberjack
Ice Wizard
Lumberjack
Lumberjack
Firecracker Wizard Clone Witch Ice Wizard
Goblinstein

Defense Synergies 0 7

Firecracker
Ice Wizard Lumberjack
Wizard
Ice Wizard Lumberjack
Rage
Clone
Witch
Ice Wizard Lumberjack
Ice Wizard
Firecracker Wizard Witch Lumberjack
Lumberjack
Firecracker Wizard Witch Ice 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.

Firecracker Wizard
Lumberjack Firecracker Witch Ice Wizard
Witch Lumberjack Ice Wizard
Witch Lumberjack Firecracker Ice Wizard
Firecracker Lumberjack
Firecracker Ice Wizard Lumberjack
Firecracker Wizard Witch Ice Wizard
Witch Ice Wizard Lumberjack
Firecracker Ice Wizard Lumberjack
Witch Ice Wizard Firecracker Wizard Lumberjack
Firecracker Wizard Witch Ice Wizard
Lumberjack Wizard Witch Ice Wizard
Wizard Firecracker Witch Lumberjack
Lumberjack
Lumberjack
Wizard Firecracker Witch Lumberjack
Firecracker Wizard Witch Ice Wizard Lumberjack
Wizard Witch Firecracker Ice Wizard Lumberjack
Lumberjack
Wizard Firecracker Witch Lumberjack

Counters to secondary win conditions

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

Lumberjack Witch
Firecracker Wizard Lumberjack
Lumberjack Witch
Lumberjack
Witch Lumberjack
Firecracker Wizard Witch Ice Wizard
Witch Ice Wizard Lumberjack
Lumberjack
Firecracker Witch
Witch
Witch Lumberjack
Wizard Witch Lumberjack
Wizard Firecracker Witch
Witch Firecracker Lumberjack
Firecracker Wizard Witch Ice Wizard
Ice 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 Ice Wizard
Firecracker
Wizard Firecracker
Firecracker Wizard Witch Ice Wizard
Firecracker Wizard Witch
Firecracker Wizard Ice Wizard
Firecracker Wizard
Lumberjack
Firecracker Wizard
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Firecracker Wizard Witch
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard Witch
Wizard
Firecracker Wizard Witch Ice Wizard
Witch
Firecracker Wizard Witch Ice Wizard
Wizard Witch
Firecracker
Firecracker Wizard Witch Ice Wizard
Firecracker Wizard Witch
Wizard
Firecracker
Firecracker Wizard
Witch
Firecracker Wizard Witch Ice Wizard
Firecracker Wizard Lumberjack
Firecracker Wizard
Firecracker
Firecracker Witch
Firecracker Witch
Firecracker Witch
Firecracker Wizard

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