My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Magic Archer

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 Battle Ram Balloon Electro Wizard Magic Archer Lumberjack

Offensive cards

Win conditions

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

Battle Ram Balloon

Damage spells

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

Zap

Punishments

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

Battle Ram 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.

Ice Spirit Battle Ram Balloon Magic Archer 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 Magic Archer 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
Battle Ram Guards Balloon
Giant Snowball
Battle Ram Guards Balloon Lumberjack
Zap
Battle Ram Guards Balloon
Barbarian Barrel
Ice Spirit Battle Ram Guards Electro Wizard Magic Archer Lumberjack
The Log
Ice Spirit Battle Ram Guards Lumberjack
Earthquake
Guards
Arrows
Ice Spirit Guards
Royal Delivery
Ice Spirit Battle Ram Guards Balloon Electro Wizard Magic Archer Lumberjack
Fireball
Battle Ram Balloon Electro Wizard Magic Archer Lumberjack
Poison
Guards Balloon Electro Wizard Magic Archer
Lightning
Battle Ram Balloon Electro Wizard Magic Archer Lumberjack
Rocket
Balloon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Magic Archer

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 Battle Ram Guards

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.

Ice Spirit Zap Guards Battle Ram Electro Wizard Magic Archer Lumberjack Balloon

Shortest cycle

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

10 Ice Spirit Zap Guards Battle Ram

Attack Synergies 8 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.

Ice Spirit
Zap Battle Ram Balloon Guards Lumberjack
Zap
Ice Spirit Battle Ram Balloon Electro Wizard Guards Magic Archer Lumberjack
Battle Ram
Ice Spirit Zap Magic Archer Electro Wizard Lumberjack
Guards
Ice Spirit Zap Lumberjack
Balloon
Ice Spirit Zap Lumberjack Electro Wizard Magic Archer
Electro Wizard
Zap Battle Ram Balloon Magic Archer Lumberjack
Magic Archer
Battle Ram Zap Balloon Electro Wizard Lumberjack
Lumberjack
Balloon Ice Spirit Zap Battle Ram Guards Electro Wizard Magic Archer

Defense Synergies 2 13

Ice Spirit
Zap Guards Electro Wizard Magic Archer Lumberjack
Zap
Ice Spirit Electro Wizard Guards Magic Archer Lumberjack
Battle Ram
Guards
Ice Spirit Zap Electro Wizard Magic Archer Lumberjack
Balloon
Electro Wizard
Zap Ice Spirit Guards Magic Archer Lumberjack
Magic Archer
Ice Spirit Zap Guards Electro Wizard Lumberjack
Lumberjack
Ice Spirit Zap Guards Electro Wizard Magic Archer

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 Electro Wizard Magic Archer
Lumberjack Ice Spirit Zap Electro Wizard
Lumberjack Electro Wizard
Lumberjack Guards Electro Wizard
Lumberjack
Zap Guards Electro Wizard Magic Archer Lumberjack
Electro Wizard Ice Spirit Zap Magic Archer
Zap Electro Wizard Magic Archer
Lumberjack
Guards Ice Spirit Electro Wizard Lumberjack
Guards Electro Wizard Zap Magic Archer Lumberjack
Zap Electro Wizard Magic Archer
Lumberjack Ice Spirit Zap Guards Electro Wizard
Ice Spirit Zap Guards Electro Wizard Magic Archer Lumberjack
Electro Wizard Lumberjack
Ice Spirit Zap Electro Wizard Lumberjack
Electro Wizard Lumberjack
Ice Spirit Zap Guards Electro Wizard Magic Archer Lumberjack
Zap Ice Spirit Guards Electro Wizard Magic Archer Lumberjack
Electro Wizard Lumberjack
Guards Electro Wizard Lumberjack
Guards Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Zap Electro Wizard
Electro Wizard Zap Magic Archer Lumberjack
Guards Lumberjack Ice Spirit Zap Electro Wizard
Guards Lumberjack Zap Electro Wizard
Guards Lumberjack
Ice Spirit Zap Electro Wizard Magic Archer
Guards Electro Wizard Lumberjack
Lumberjack
Zap Electro Wizard Ice Spirit Magic Archer
Guards
Guards Lumberjack
Zap Guards Electro Wizard
Guards Lumberjack
Magic Archer
Guards Electro Wizard Ice Spirit Zap Magic Archer Lumberjack
Zap Electro Wizard Magic Archer
Zap 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.)

Magic Archer Guards
Zap Electro Wizard Magic Archer
Magic Archer
Guards
Zap Magic Archer
Ice Spirit Zap Magic Archer
Magic Archer
Ice Spirit Zap Magic Archer
Zap
Guards Electro Wizard Lumberjack
Zap Electro Wizard Magic Archer
Zap Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Electro Wizard Magic Archer
Zap Magic Archer
Magic Archer
Zap
Zap Ice Spirit Magic Archer
Zap Electro Wizard Magic Archer
Zap Magic Archer
Zap Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Ice Spirit Guards
Zap Magic Archer
Zap Ice Spirit Electro Wizard Magic Archer
Magic Archer
Zap Electro Wizard Ice Spirit Guards Magic Archer
Zap Electro Wizard Magic Archer
Electro Wizard Magic Archer Lumberjack
Zap Magic Archer
Zap
Zap Ice Spirit Guards Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer

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