My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Mediocre
Versatility
Bad
F2P score
Mediocre

2 problems 3 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Firecracker Electro Wizard

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.

Spear Goblins Firecracker Rune Giant Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Wall Breakers Rune Giant

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.

Wall Breakers 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.

Spear Goblins Heal Spirit Wall Breakers Rune Giant 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.

Firecracker 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
Spear Goblins Wall Breakers
Giant Snowball
Spear Goblins Wall Breakers Lumberjack
Zap
Spear Goblins Firecracker Wall Breakers
Barbarian Barrel
Spear Goblins Firecracker Heal Spirit Wall Breakers Electro Wizard Lumberjack
The Log
Spear Goblins Firecracker Heal Spirit Wall Breakers Lumberjack
Earthquake
Spear Goblins Firecracker
Arrows
Spear Goblins Firecracker Heal Spirit Wall Breakers
Royal Delivery
Spear Goblins Firecracker Heal Spirit Wall Breakers Electro Wizard Lumberjack
Fireball
Firecracker Wall Breakers Electro Wizard Lumberjack
Poison
Spear Goblins Firecracker Electro Wizard
Lightning
Electro Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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.

Spear Goblins Heal Spirit Rune Giant

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.

Heal 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Spear Goblins Berserker Wall Breakers Firecracker Rune Giant Electro Wizard Lumberjack

Shortest cycle

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

7 Heal Spirit Spear Goblins Berserker Wall Breakers

Attack Synergies 2 11

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.

Spear Goblins
Firecracker Heal Spirit Wall Breakers Rune Giant Lumberjack
Berserker
Rune Giant
Firecracker
Spear Goblins Wall Breakers Lumberjack
Heal Spirit
Spear Goblins Lumberjack
Wall Breakers
Spear Goblins Firecracker Electro Wizard
Rune Giant
Berserker Lumberjack Spear Goblins Electro Wizard
Electro Wizard
Wall Breakers Rune Giant Lumberjack
Lumberjack
Rune Giant Spear Goblins Firecracker Heal Spirit Electro Wizard

Defense Synergies 0 6

Spear Goblins
Firecracker Electro Wizard Lumberjack
Berserker
Firecracker
Spear Goblins Electro Wizard Lumberjack
Heal Spirit
Wall Breakers
Rune Giant
Electro Wizard
Spear Goblins Firecracker Lumberjack
Lumberjack
Spear Goblins Firecracker Electro Wizard

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.

Spear Goblins Firecracker Electro Wizard
Lumberjack Firecracker Electro Wizard
Lumberjack Electro Wizard
Lumberjack Firecracker Electro Wizard
Firecracker Lumberjack
Spear Goblins Firecracker Electro Wizard Lumberjack
Electro Wizard Spear Goblins Firecracker
Electro Wizard
Lumberjack
Spear Goblins Firecracker Electro Wizard Lumberjack
Berserker Electro Wizard Spear Goblins Firecracker Lumberjack
Spear Goblins Firecracker Electro Wizard
Lumberjack Electro Wizard
Firecracker Electro Wizard Lumberjack
Electro Wizard Lumberjack
Electro Wizard Lumberjack
Firecracker Electro Wizard Lumberjack
Spear Goblins Firecracker Electro Wizard Lumberjack
Spear Goblins Firecracker Electro Wizard Lumberjack
Electro Wizard Lumberjack
Spear Goblins Firecracker Electro Wizard Lumberjack
Lumberjack

Counters to secondary win conditions

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

Lumberjack Spear Goblins Electro Wizard
Electro Wizard Firecracker Lumberjack
Lumberjack Spear Goblins Electro Wizard
Lumberjack Electro Wizard
Lumberjack
Firecracker Electro Wizard
Spear Goblins Electro Wizard Lumberjack
Lumberjack
Electro Wizard Spear Goblins Firecracker
Lumberjack
Electro Wizard
Lumberjack
Firecracker
Electro Wizard Spear Goblins Firecracker Lumberjack
Firecracker Electro Wizard
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.)

Firecracker
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker Spear Goblins
Firecracker
Firecracker
Firecracker
Electro Wizard Lumberjack
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker
Firecracker
Spear Goblins Firecracker
Firecracker
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker Electro Wizard
Firecracker
Firecracker Electro Wizard
Electro Wizard Firecracker
Firecracker Electro Wizard
Firecracker
Electro Wizard Spear Goblins
Firecracker Electro Wizard
Firecracker Electro Wizard Lumberjack
Firecracker
Firecracker
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker

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