My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Zappies

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.

Royal Giant Zappies Dark Prince Lumberjack

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rage Void

Punishments

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

Royal Giant Dark Prince Lumberjack

Pump responses

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

Void

Dropped at the bridge

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

Electro Spirit Royal Giant Dark Prince 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.

Electro Spirit Dark Prince 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
Royal Giant Guards Dark Prince
Giant Snowball
Zappies Guards Lumberjack
Zap
Royal Giant Zappies Guards Dark Prince
Barbarian Barrel
Electro Spirit Zappies Guards Dark Prince Lumberjack
The Log
Electro Spirit Royal Giant Zappies Guards Dark Prince Lumberjack
Earthquake
Zappies Guards
Arrows
Electro Spirit Zappies Guards
Royal Delivery
Electro Spirit Zappies Guards Dark Prince Lumberjack
Fireball
Zappies Lumberjack
Poison
Zappies Guards
Lightning
Dark Prince Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Dark Prince

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.

Electro Spirit Rage Guards Dark Prince

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.

Royal Giant

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Electro Spirit Rage Guards Void Zappies Dark Prince Lumberjack Royal Giant

Shortest cycle

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

9 Electro Spirit Rage Guards Void

Attack Synergies 0 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.

Electro Spirit
Royal Giant Lumberjack
Royal Giant
Electro Spirit Zappies Guards Void Dark Prince Lumberjack
Zappies
Royal Giant Rage Dark Prince Lumberjack
Rage
Zappies Dark Prince
Guards
Royal Giant Lumberjack
Void
Royal Giant
Dark Prince
Royal Giant Zappies Rage Lumberjack
Lumberjack
Electro Spirit Royal Giant Zappies Guards Dark Prince

Defense Synergies 0 5

Electro Spirit
Dark Prince Lumberjack
Royal Giant
Zappies
Guards Lumberjack
Rage
Guards
Zappies Lumberjack
Void
Dark Prince
Electro Spirit
Lumberjack
Electro Spirit Zappies Guards

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.

Zappies Void
Lumberjack Zappies Dark Prince
Lumberjack Zappies Void Dark Prince
Lumberjack Zappies Guards Dark Prince
Dark Prince Lumberjack
Electro Spirit Zappies Guards Dark Prince Lumberjack
Electro Spirit Zappies Void
Electro Spirit Void
Zappies Lumberjack
Guards Zappies Dark Prince Lumberjack
Guards Electro Spirit Zappies Dark Prince Lumberjack
Zappies
Lumberjack Zappies Guards Dark Prince
Electro Spirit Zappies Guards Dark Prince Lumberjack
Zappies Lumberjack
Zappies Lumberjack
Zappies Dark Prince Lumberjack
Electro Spirit Zappies Guards Dark Prince Lumberjack
Electro Spirit Zappies Guards Dark Prince Lumberjack
Zappies Lumberjack
Dark Prince Electro Spirit Zappies Guards Lumberjack
Zappies Guards Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Zappies Void Dark Prince
Void Lumberjack
Zappies Guards Lumberjack Dark Prince
Guards Dark Prince Lumberjack Zappies
Zappies Guards Dark Prince Lumberjack
Electro Spirit Zappies
Guards Dark Prince Zappies Void Lumberjack
Zappies Dark Prince Lumberjack
Void Electro Spirit Zappies Dark Prince
Zappies Guards
Zappies Guards Dark Prince Lumberjack
Guards Void Dark Prince
Dark Prince Zappies Guards Lumberjack
Zappies
Zappies Guards Electro Spirit Dark Prince Lumberjack
Electro Spirit Zappies Dark Prince
Electro Spirit Void

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.)

Void Guards
Void
Void
Guards Void Dark Prince
Dark Prince
Electro Spirit
Void
Guards Void Lumberjack
Void Dark Prince
Void
Void
Void
Void Dark Prince
Void
Void
Void
Void
Void
Electro Spirit Dark Prince
Void
Void
Void
Void
Electro Spirit Zappies Guards Void
Void
Void
Void Electro Spirit Zappies
Electro Spirit Zappies Guards Void Dark Prince
Zappies
Void Dark Prince Lumberjack
Void
Dark Prince
Electro Spirit Zappies Guards
Zappies Void
Void Dark Prince
Void
Void

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