My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Tesla Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

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 Tesla Inferno Dragon 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.

Zap Arrows The Log

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.

Ice Spirit Barbarians 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.

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
Inferno Dragon
Giant Snowball
Barbarians Inferno Dragon Lumberjack
Zap
Inferno Dragon
Barbarian Barrel
Ice Spirit Tesla Barbarians Lumberjack
The Log
Ice Spirit Barbarians Lumberjack
Earthquake
Tesla Barbarians
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Barbarians Inferno Dragon Lumberjack
Fireball
Tesla Barbarians Inferno Dragon Lumberjack
Poison
Barbarians
Lightning
Tesla Inferno Dragon Lumberjack
Rocket
Barbarians Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows 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 Arrows Inferno Dragon

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 Barbarians

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.

Ice Spirit Zap The Log Arrows Tesla Inferno Dragon Lumberjack Barbarians

Shortest cycle

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

8 Ice Spirit Zap The Log Arrows

Attack Synergies 2 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.

Ice Spirit
Zap Barbarians Inferno Dragon Lumberjack
Zap
Ice Spirit Arrows The Log Lumberjack
Arrows
Zap Lumberjack
Tesla
Barbarians
Ice Spirit
The Log
Zap Lumberjack
Inferno Dragon
Ice Spirit
Lumberjack
Ice Spirit Zap Arrows The Log

Defense Synergies 2 17

Ice Spirit
Zap Tesla Barbarians The Log Inferno Dragon Lumberjack
Zap
Ice Spirit Arrows Tesla Barbarians The Log Inferno Dragon Lumberjack
Arrows
Zap Tesla Barbarians Lumberjack
Tesla
The Log Ice Spirit Zap Arrows Inferno Dragon
Barbarians
Ice Spirit Zap Arrows
The Log
Tesla Ice Spirit Zap Inferno Dragon Lumberjack
Inferno Dragon
Ice Spirit Zap Tesla The Log
Lumberjack
Ice Spirit Zap Arrows 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.

Zap Tesla The Log
Barbarians Inferno Dragon Lumberjack Ice Spirit Zap Tesla The Log
Tesla Barbarians Lumberjack Inferno Dragon
Tesla Barbarians Inferno Dragon Lumberjack
Arrows Barbarians The Log Lumberjack
Arrows The Log Zap Tesla Lumberjack
Tesla Inferno Dragon Ice Spirit Zap Arrows
Zap Arrows Tesla Barbarians The Log
Tesla Barbarians Inferno Dragon Lumberjack
Ice Spirit Tesla Barbarians Lumberjack
Barbarians Zap Arrows Tesla The Log Lumberjack
Arrows Tesla Inferno Dragon Zap
Tesla Barbarians Lumberjack Ice Spirit Zap The Log
Ice Spirit Zap Arrows Tesla Barbarians The Log Lumberjack
Barbarians Inferno Dragon Tesla Lumberjack
Barbarians Ice Spirit Zap Tesla The Log Inferno Dragon Lumberjack
Tesla Barbarians Arrows Lumberjack
Ice Spirit Arrows Tesla Zap Barbarians The Log Lumberjack
Zap Arrows The Log Ice Spirit Tesla Barbarians Inferno Dragon Lumberjack
Barbarians Tesla Inferno Dragon Lumberjack
Arrows Tesla Barbarians The Log Lumberjack
Tesla Inferno Dragon Lumberjack

Counters to secondary win conditions

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

Barbarians Lumberjack Zap Tesla
Zap Arrows Tesla The Log Inferno Dragon Lumberjack
Barbarians Lumberjack Ice Spirit Zap The Log
Lumberjack Zap Tesla Barbarians The Log
Barbarians Tesla Inferno Dragon Lumberjack
Arrows Ice Spirit Zap Tesla
Tesla Barbarians Lumberjack
Tesla Barbarians Inferno Dragon Lumberjack
Zap Ice Spirit Barbarians The Log Inferno Dragon
Tesla Barbarians Inferno Dragon
Inferno Dragon Tesla Barbarians Lumberjack
Zap Arrows Barbarians The Log
Barbarians Tesla Lumberjack
Tesla Barbarians
Tesla Barbarians Ice Spirit Zap The Log Inferno Dragon Lumberjack
Arrows Zap Tesla Barbarians The Log Inferno Dragon
Zap Arrows

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 The Log
Arrows Zap The Log
Arrows The Log
Arrows Barbarians The Log
Zap Arrows The Log
Arrows Ice Spirit Zap
Arrows The Log
Arrows The Log Ice Spirit Zap
Arrows The Log Zap
Lumberjack
Zap Arrows The Log
Zap Arrows
The Log
Arrows
Zap Arrows The Log
Zap Arrows The Log
Arrows The Log
Arrows
Zap Arrows The Log
Zap Arrows The Log
The Log
Arrows
The Log
Zap Arrows Barbarians The Log
Zap Arrows The Log Ice Spirit
Inferno Dragon
Arrows The Log Zap
Zap Arrows The Log
Zap Arrows The Log
Zap Arrows
Zap Ice Spirit
Zap Arrows The Log
Zap Ice Spirit Arrows
Arrows The Log
Zap Ice Spirit Barbarians
Zap Arrows
Arrows The Log
Lumberjack
Arrows The Log Zap
Zap Arrows
Zap Ice Spirit The Log
Zap
Zap The Log
Inferno Dragon

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