My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Firecracker Electro 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.

Ice Spirit Firecracker Bandit Electro Wizard Lumberjack

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.

The Log

Punishments

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

Elite Barbarians Bandit 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.

Ice Spirit Elite Barbarians Bandit 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 Elite Barbarians Bandit 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
Elite Barbarians Bandit
Giant Snowball
Lumberjack
Zap
Firecracker Bandit
Barbarian Barrel
Ice Spirit Firecracker Elite Barbarians Bandit Electro Wizard Lumberjack
The Log
Ice Spirit Firecracker Elite Barbarians Bandit Lumberjack
Earthquake
Firecracker
Arrows
Ice Spirit Firecracker
Royal Delivery
Ice Spirit Firecracker Elite Barbarians Bandit Electro Wizard Lumberjack
Fireball
Firecracker Elite Barbarians Bandit Electro Wizard Lumberjack
Poison
Firecracker Electro Wizard
Lightning
Elite Barbarians Bandit Electro Wizard Lumberjack
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker 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.

Ice Spirit

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.

Elite Barbarians

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.

Ice 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.

Mirror Ice Spirit The Log Firecracker Bandit Electro Wizard Lumberjack Elite Barbarians

Shortest cycle

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

6 Mirror Ice Spirit The Log Firecracker

Attack Synergies 1 17

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.

Ice Spirit
Firecracker Elite Barbarians Bandit Lumberjack
Firecracker
Ice Spirit Elite Barbarians Mirror Bandit Lumberjack
Elite Barbarians
Ice Spirit Firecracker The Log Bandit Lumberjack
Mirror
The Log Firecracker Lumberjack
The Log
Mirror Elite Barbarians Bandit Lumberjack
Bandit
Ice Spirit Firecracker Elite Barbarians The Log Electro Wizard Lumberjack
Electro Wizard
Bandit Lumberjack
Lumberjack
Ice Spirit Firecracker Elite Barbarians Mirror The Log Bandit Electro Wizard

Defense Synergies 1 20

Ice Spirit
Firecracker Elite Barbarians The Log Bandit Electro Wizard Lumberjack
Firecracker
The Log Ice Spirit Mirror Bandit Electro Wizard Lumberjack
Elite Barbarians
Ice Spirit The Log
Mirror
Firecracker The Log Electro Wizard Lumberjack
The Log
Firecracker Ice Spirit Elite Barbarians Mirror Bandit Electro Wizard Lumberjack
Bandit
Ice Spirit Firecracker The Log Electro Wizard Lumberjack
Electro Wizard
Ice Spirit Firecracker Mirror The Log Bandit Lumberjack
Lumberjack
Ice Spirit Firecracker Mirror The Log Bandit Electro Wizard

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 The Log Electro Wizard
Elite Barbarians Lumberjack Ice Spirit Firecracker The Log Bandit Electro Wizard
Lumberjack Elite Barbarians Bandit Electro Wizard
Elite Barbarians Lumberjack Firecracker Bandit Electro Wizard
Firecracker Elite Barbarians The Log Lumberjack
The Log Firecracker Bandit Electro Wizard Lumberjack
Electro Wizard Ice Spirit Firecracker
The Log Bandit Electro Wizard
Elite Barbarians Lumberjack
Elite Barbarians Ice Spirit Firecracker Bandit Electro Wizard Lumberjack
Electro Wizard Firecracker The Log Bandit Lumberjack
Firecracker Electro Wizard
Lumberjack Ice Spirit Elite Barbarians The Log Bandit Electro Wizard
Ice Spirit Firecracker The Log Electro Wizard Lumberjack
Elite Barbarians Bandit Electro Wizard Lumberjack
Ice Spirit Elite Barbarians The Log Bandit Electro Wizard Lumberjack
Firecracker Elite Barbarians Electro Wizard Lumberjack
Ice Spirit Firecracker Elite Barbarians The Log Bandit Electro Wizard Lumberjack
The Log Ice Spirit Firecracker Bandit Electro Wizard Lumberjack
Elite Barbarians Electro Wizard Lumberjack
Firecracker Elite Barbarians The Log Bandit Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Elite Barbarians Bandit Electro Wizard
Bandit Electro Wizard Firecracker Elite Barbarians The Log Lumberjack
Bandit Lumberjack Ice Spirit Elite Barbarians The Log Electro Wizard
Lumberjack Elite Barbarians The Log Bandit Electro Wizard
Elite Barbarians Bandit Lumberjack
Firecracker Ice Spirit Electro Wizard
Elite Barbarians Bandit Electro Wizard Lumberjack
Elite Barbarians Lumberjack
Electro Wizard Ice Spirit Firecracker Elite Barbarians The Log Bandit
Elite Barbarians Lumberjack
Elite Barbarians The Log Electro Wizard
Elite Barbarians Bandit Lumberjack
Firecracker
Elite Barbarians Electro Wizard Ice Spirit Firecracker The Log Lumberjack
Firecracker Elite Barbarians The Log Electro Wizard
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.)

Firecracker The Log Bandit
Firecracker The Log Bandit Electro Wizard
The Log Bandit
Firecracker The Log
Firecracker The Log
Firecracker Ice Spirit
Firecracker The Log
The Log Ice Spirit Firecracker
The Log Firecracker Bandit
Elite Barbarians Electro Wizard Lumberjack
Firecracker The Log Bandit Electro Wizard
Firecracker
Firecracker Elite Barbarians The Log Bandit
Firecracker Bandit
Firecracker Elite Barbarians The Log
Firecracker The Log Bandit
Firecracker The Log Bandit
Firecracker The Log Bandit Electro Wizard
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log Ice Spirit
Firecracker The Log Bandit Electro Wizard
The Log Bandit
Firecracker The Log Bandit
Elite Barbarians Firecracker Electro Wizard
Electro Wizard Ice Spirit Firecracker
Elite Barbarians
The Log Bandit
Ice Spirit Firecracker Electro Wizard
Firecracker The Log
Electro Wizard Ice Spirit Bandit
Firecracker Electro Wizard
The Log
Firecracker Electro Wizard Lumberjack
The Log Firecracker
Firecracker Elite Barbarians
Ice Spirit Firecracker Elite Barbarians The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Bandit Electro Wizard
Firecracker

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: