My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 direct tower 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 spells that can finish it off. 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 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!
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 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.

Wizard Electro Wizard Inferno Dragon Little Prince

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.

Knight Wizard Balloon Electro Wizard Inferno Dragon Lumberjack Little Prince

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Missing

Punishments

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

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.

Knight Balloon 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 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 Balloon Inferno Dragon
Giant Snowball
Clone Balloon Inferno Dragon Lumberjack Little Prince
Zap
Clone Balloon Inferno Dragon Little Prince
Barbarian Barrel
Knight Wizard Clone Electro Wizard Lumberjack Little Prince
The Log
Clone Lumberjack Little Prince
Earthquake
Clone
Arrows
Clone Little Prince
Royal Delivery
Knight Wizard Clone Balloon Electro Wizard Inferno Dragon Lumberjack Little Prince
Fireball
Wizard Clone Balloon Electro Wizard Inferno Dragon Lumberjack Little Prince
Poison
Wizard Clone Balloon Electro Wizard Little Prince
Lightning
Knight Wizard Balloon Electro Wizard Inferno Dragon Lumberjack Little Prince
Rocket
Wizard Balloon Inferno Dragon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Knight Clone 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.

Wizard 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.

Knight Clone Little Prince Electro Wizard Inferno Dragon Lumberjack Wizard Balloon

Shortest cycle

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

13 Knight Clone Little Prince Electro Wizard

Attack Synergies 3 12

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.

Knight
Balloon Wizard Electro Wizard Lumberjack Little Prince
Wizard
Knight Balloon Lumberjack
Clone
Balloon Electro Wizard Inferno Dragon Lumberjack
Balloon
Knight Clone Lumberjack Wizard Electro Wizard Little Prince
Electro Wizard
Knight Clone Balloon Lumberjack
Inferno Dragon
Clone
Lumberjack
Balloon Knight Wizard Clone Electro Wizard
Little Prince
Knight Balloon

Defense Synergies 2 8

Knight
Electro Wizard Little Prince Wizard Lumberjack
Wizard
Knight Electro Wizard Lumberjack
Clone
Balloon
Electro Wizard
Knight Wizard Inferno Dragon Lumberjack Little Prince
Inferno Dragon
Electro Wizard
Lumberjack
Knight Wizard Electro Wizard Little Prince
Little Prince
Knight Electro Wizard Lumberjack

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.

Knight Wizard Electro Wizard
Inferno Dragon Lumberjack Knight Electro Wizard
Lumberjack Knight Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Knight Electro Wizard
Lumberjack
Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Wizard Little Prince
Electro Wizard
Inferno Dragon Lumberjack
Knight Electro Wizard Lumberjack Little Prince
Electro Wizard Knight Wizard Lumberjack
Inferno Dragon Wizard Electro Wizard
Lumberjack Knight Wizard Electro Wizard
Wizard Electro Wizard Lumberjack
Inferno Dragon Knight Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Lumberjack
Wizard Knight Electro Wizard Lumberjack
Knight Wizard Electro Wizard Lumberjack Little Prince
Wizard Knight Electro Wizard Inferno Dragon Lumberjack Little Prince
Electro Wizard Inferno Dragon Lumberjack
Wizard Knight Electro Wizard Lumberjack Little Prince

Counters to secondary win conditions

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

Knight Lumberjack Electro Wizard
Electro Wizard Knight Wizard Inferno Dragon Lumberjack
Lumberjack Knight Electro Wizard
Lumberjack Knight Electro Wizard
Knight Inferno Dragon Lumberjack
Wizard Electro Wizard
Knight Electro Wizard Lumberjack
Knight Inferno Dragon Lumberjack
Electro Wizard Knight Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Lumberjack
Electro Wizard
Knight Wizard Lumberjack
Wizard
Electro Wizard Knight Inferno Dragon Lumberjack Little Prince
Wizard Electro Wizard Inferno Dragon

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.)

Knight
Electro Wizard
Knight
Wizard
Wizard
Wizard
Wizard
Wizard
Electro Wizard Lumberjack
Knight Wizard Electro Wizard
Wizard
Knight
Wizard
Wizard
Wizard Electro Wizard
Wizard Little Prince
Wizard
Wizard Little Prince
Inferno Dragon
Wizard Electro Wizard
Wizard
Wizard Electro Wizard Little Prince
Electro Wizard Wizard
Wizard
Electro Wizard
Wizard
Electro Wizard
Wizard Electro Wizard
Knight Wizard Electro Wizard Lumberjack
Wizard
Electro Wizard
Electro Wizard
Electro Wizard Little Prince

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