My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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 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.

Electro Wizard Inferno Dragon

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.

Electro Wizard Inferno Dragon Lumberjack Sparky Lava Hound

Offensive cards

Win conditions

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

Miner Lava Hound

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.

Miner Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Lumberjack Lava Hound

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.

Miner 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 Miner Inferno Dragon Sparky Lava Hound
Giant Snowball
Clone Miner Inferno Dragon Lumberjack Lava Hound
Zap
Clone Inferno Dragon Sparky Lava Hound
Barbarian Barrel
Clone Electro Wizard Lumberjack Sparky
The Log
Clone Lumberjack Sparky
Earthquake
Clone
Arrows
Clone Lava Hound
Royal Delivery
Clone Miner Electro Wizard Inferno Dragon Lumberjack Sparky Lava Hound
Fireball
Clone Electro Wizard Inferno Dragon Lumberjack Sparky Lava Hound
Poison
Clone Electro Wizard Sparky Lava Hound
Lightning
Electro Wizard Inferno Dragon Lumberjack Sparky
Rocket
Inferno Dragon Sparky

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Sparky

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.

Clone Miner Inferno Dragon Sparky

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.

Electro Wizard Lava Hound

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 Clone Miner Electro Wizard Inferno Dragon Lumberjack Sparky Lava Hound

Shortest cycle

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

10 Mirror Clone Miner Electro Wizard

Attack Synergies 4 14

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.

Mirror
Miner Lumberjack Sparky
Clone
Lava Hound Electro Wizard Inferno Dragon Lumberjack Sparky
Miner
Mirror Lava Hound Electro Wizard Inferno Dragon Lumberjack Sparky
Electro Wizard
Clone Miner Lumberjack Sparky
Inferno Dragon
Lava Hound Clone Miner
Lumberjack
Mirror Clone Miner Electro Wizard Sparky Lava Hound
Sparky
Mirror Clone Miner Electro Wizard Lumberjack
Lava Hound
Clone Miner Inferno Dragon Lumberjack

Defense Synergies 0 6

Mirror
Electro Wizard Inferno Dragon Lumberjack Sparky
Clone
Miner
Electro Wizard
Mirror Inferno Dragon Lumberjack
Inferno Dragon
Mirror Electro Wizard
Lumberjack
Mirror Electro Wizard
Sparky
Mirror
Lava Hound

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.

Electro Wizard Sparky
Inferno Dragon Lumberjack Sparky Electro Wizard
Lumberjack Sparky Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Sparky Electro Wizard
Lumberjack Sparky
Electro Wizard Lumberjack
Electro Wizard Inferno Dragon
Electro Wizard Sparky
Inferno Dragon Sparky Lumberjack
Miner Electro Wizard Lumberjack Sparky
Electro Wizard Lumberjack
Inferno Dragon Electro Wizard
Lumberjack Sparky Electro Wizard
Sparky Electro Wizard Lumberjack
Inferno Dragon Sparky Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Lumberjack Sparky
Sparky Electro Wizard Lumberjack
Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Lumberjack
Sparky Electro Wizard Inferno Dragon Lumberjack
Electro Wizard Lumberjack Sparky
Inferno Dragon Sparky

Counters to secondary win conditions

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

Lumberjack Electro Wizard Sparky
Electro Wizard Miner Inferno Dragon Lumberjack
Lumberjack Electro Wizard Sparky
Lumberjack Electro Wizard Sparky
Inferno Dragon Lumberjack Sparky
Electro Wizard
Sparky Electro Wizard Lumberjack
Inferno Dragon Lumberjack Sparky
Electro Wizard Inferno Dragon Sparky
Inferno Dragon Sparky
Inferno Dragon Lumberjack Sparky
Electro Wizard
Lumberjack Sparky
Sparky
Electro Wizard Sparky Inferno Dragon Lumberjack
Electro Wizard Inferno Dragon Sparky
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.)

Sparky
Miner Electro Wizard
Miner Sparky
Sparky
Sparky
Sparky
Miner
Electro Wizard Lumberjack Sparky
Miner Electro Wizard Sparky
Miner Sparky
Sparky
Sparky
Sparky
Sparky
Sparky
Electro Wizard Sparky
Miner
Sparky
Sparky
Sparky
Inferno Dragon
Miner Electro Wizard Sparky
Miner Sparky
Miner Sparky
Electro Wizard Sparky
Electro Wizard
Sparky
Miner Sparky
Electro Wizard Sparky
Sparky
Sparky
Electro Wizard
Electro Wizard
Miner Electro Wizard Lumberjack Sparky
Sparky
Sparky
Electro Wizard Sparky
Electro Wizard
Miner Electro Wizard Sparky
Inferno Dragon Sparky
Sparky

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