My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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.

Wizard 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.

Wizard Bandit Electro Wizard Lumberjack Sparky Mega Knight

Offensive cards

Win conditions

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

Missing

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.

Bandit Lumberjack Mega Knight

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.

Bandit Lumberjack Mega Knight

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.

Bandit 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
Skeleton Army Bandit Sparky
Giant Snowball
Skeleton Army Lumberjack
Zap
Skeleton Army Bandit Sparky
Barbarian Barrel
Wizard Skeleton Army Bandit Electro Wizard Lumberjack Sparky
The Log
Skeleton Army Bandit Lumberjack Sparky
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Wizard Skeleton Army Bandit Electro Wizard Lumberjack Sparky
Fireball
Wizard Skeleton Army Bandit Electro Wizard Lumberjack Sparky
Poison
Wizard Skeleton Army Electro Wizard Sparky
Lightning
Wizard Bandit Electro Wizard Lumberjack Sparky
Rocket
Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Sparky Mega Knight

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.

Skeleton Army Sparky Mega Knight

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.

Skeleton Army

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.

Mirror Skeleton Army Bandit Electro Wizard Lumberjack Wizard Sparky Mega Knight

Shortest cycle

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

10 Mirror Skeleton Army Bandit Electro Wizard

Attack Synergies 0 16

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.

Wizard
Bandit Lumberjack Sparky Mega Knight
Mirror
Skeleton Army Lumberjack Sparky
Skeleton Army
Mirror Sparky
Bandit
Wizard Electro Wizard Lumberjack Mega Knight
Electro Wizard
Bandit Lumberjack Sparky Mega Knight
Lumberjack
Wizard Mirror Bandit Electro Wizard Sparky Mega Knight
Sparky
Wizard Mirror Skeleton Army Electro Wizard Lumberjack
Mega Knight
Wizard Bandit Electro Wizard Lumberjack

Defense Synergies 1 18

Wizard
Skeleton Army Bandit Electro Wizard Lumberjack Mega Knight
Mirror
Skeleton Army Electro Wizard Lumberjack Sparky Mega Knight
Skeleton Army
Mirror Wizard Bandit Electro Wizard Lumberjack Sparky
Bandit
Wizard Skeleton Army Electro Wizard Lumberjack Mega Knight
Electro Wizard
Wizard Mirror Skeleton Army Bandit Lumberjack Mega Knight
Lumberjack
Wizard Mirror Skeleton Army Bandit Electro Wizard
Sparky
Mirror Skeleton Army
Mega Knight
Wizard Mirror Bandit 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.

Wizard Electro Wizard Sparky
Skeleton Army Lumberjack Sparky Bandit Electro Wizard Mega Knight
Skeleton Army Lumberjack Sparky Mega Knight Bandit Electro Wizard
Skeleton Army Lumberjack Sparky Bandit Electro Wizard Mega Knight
Skeleton Army Lumberjack Sparky Mega Knight
Skeleton Army Bandit Electro Wizard Lumberjack Mega Knight
Electro Wizard Wizard
Bandit Electro Wizard Sparky Mega Knight
Sparky Skeleton Army Lumberjack
Skeleton Army Bandit Electro Wizard Lumberjack Sparky Mega Knight
Skeleton Army Electro Wizard Wizard Bandit Lumberjack Mega Knight
Wizard Electro Wizard
Skeleton Army Lumberjack Sparky Mega Knight Wizard Bandit Electro Wizard
Wizard Skeleton Army Sparky Mega Knight Electro Wizard Lumberjack
Skeleton Army Sparky Bandit Electro Wizard Lumberjack Mega Knight
Skeleton Army Bandit Electro Wizard Lumberjack Sparky Mega Knight
Wizard Sparky Mega Knight Skeleton Army Electro Wizard Lumberjack
Mega Knight Wizard Skeleton Army Bandit Electro Wizard Lumberjack
Wizard Bandit Electro Wizard Lumberjack Mega Knight
Sparky Electro Wizard Lumberjack
Wizard Skeleton Army Mega Knight Bandit Electro Wizard Lumberjack Sparky

Counters to secondary win conditions

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

Skeleton Army Lumberjack Mega Knight Bandit Electro Wizard Sparky
Bandit Electro Wizard Wizard Lumberjack Mega Knight
Skeleton Army Bandit Lumberjack Mega Knight Electro Wizard Sparky
Skeleton Army Lumberjack Mega Knight Bandit Electro Wizard Sparky
Skeleton Army Bandit Lumberjack Sparky Mega Knight
Wizard Electro Wizard
Skeleton Army Sparky Bandit Electro Wizard Lumberjack
Mega Knight Skeleton Army Lumberjack Sparky
Electro Wizard Mega Knight Skeleton Army Bandit Sparky
Skeleton Army Sparky
Mega Knight Lumberjack Sparky
Skeleton Army Mega Knight Electro Wizard
Skeleton Army Mega Knight Wizard Bandit Lumberjack Sparky
Wizard Skeleton Army Sparky Mega Knight
Skeleton Army Electro Wizard Sparky Lumberjack
Mega Knight Wizard Electro Wizard 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.)

Bandit Sparky
Bandit Electro Wizard
Bandit Sparky
Sparky
Wizard Sparky Mega Knight
Wizard
Wizard Sparky
Wizard
Wizard Bandit
Electro Wizard Lumberjack Sparky
Wizard Bandit Electro Wizard Sparky
Wizard
Bandit Sparky
Bandit
Sparky
Wizard Bandit Sparky
Wizard Bandit Sparky Mega Knight
Sparky
Sparky
Wizard Bandit Electro Wizard Sparky Mega Knight
Wizard Mega Knight
Sparky Mega Knight
Wizard
Sparky
Wizard Sparky Mega Knight
Wizard Bandit Electro Wizard Sparky
Wizard Bandit Sparky Mega Knight
Bandit Sparky
Wizard Electro Wizard Sparky
Electro Wizard Wizard
Sparky
Wizard Bandit Sparky Mega Knight
Electro Wizard Sparky
Sparky Mega Knight
Wizard Sparky
Electro Wizard Skeleton Army Bandit
Wizard Electro Wizard
Wizard Electro Wizard Lumberjack Sparky Mega Knight
Wizard
Sparky
Sparky Mega Knight
Electro Wizard Sparky
Electro Wizard
Bandit Electro Wizard Sparky Mega Knight
Sparky
Wizard Sparky Mega Knight

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