My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
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 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.

Firecracker Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Tombstone Electro Wizard Lumberjack Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Zap Arrows

Punishments

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

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.

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.

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
Clone Lava Hound
Giant Snowball
Tombstone Clone Lumberjack Lava Hound
Zap
Firecracker Tombstone Clone Lava Hound
Barbarian Barrel
Firecracker Tombstone Clone Electro Wizard Lumberjack
The Log
Firecracker Tombstone Clone Lumberjack
Earthquake
Firecracker Tombstone Clone
Arrows
Firecracker Tombstone Clone Lava Hound
Royal Delivery
Firecracker Clone Electro Wizard Lumberjack Lava Hound
Fireball
Firecracker Tombstone Clone Electro Wizard Lumberjack Lava Hound
Poison
Firecracker Tombstone Clone Electro Wizard Lava Hound
Lightning
Tombstone Electro Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker

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.

Arrows Tombstone Clone

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Firecracker Tombstone Clone Electro Wizard Lumberjack Lava Hound

Shortest cycle

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

11 Zap Arrows Firecracker Tombstone

Attack Synergies 5 9

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.

Zap
Arrows Firecracker Electro Wizard Lumberjack Lava Hound
Arrows
Zap Lava Hound Lumberjack
Firecracker
Zap Lumberjack Lava Hound
Tombstone
Clone
Lava Hound Electro Wizard Lumberjack
Electro Wizard
Zap Clone Lumberjack
Lumberjack
Zap Arrows Firecracker Clone Electro Wizard Lava Hound
Lava Hound
Arrows Clone Zap Firecracker Lumberjack

Defense Synergies 1 12

Zap
Electro Wizard Arrows Firecracker Tombstone Lumberjack
Arrows
Zap Tombstone Lumberjack
Firecracker
Zap Tombstone Electro Wizard Lumberjack
Tombstone
Zap Arrows Firecracker Electro Wizard Lumberjack
Clone
Electro Wizard
Zap Firecracker Tombstone Lumberjack
Lumberjack
Zap Arrows Firecracker Tombstone Electro Wizard
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.

Zap Firecracker Tombstone Electro Wizard
Lumberjack Zap Firecracker Tombstone Electro Wizard
Lumberjack Tombstone Electro Wizard
Lumberjack Firecracker Tombstone Electro Wizard
Arrows Firecracker Tombstone Lumberjack
Arrows Zap Firecracker Electro Wizard Lumberjack
Electro Wizard Zap Arrows Firecracker Tombstone
Zap Arrows Electro Wizard
Tombstone Lumberjack
Firecracker Electro Wizard Lumberjack
Electro Wizard Zap Arrows Firecracker Tombstone Lumberjack
Arrows Zap Firecracker Electro Wizard
Tombstone Lumberjack Zap Electro Wizard
Zap Arrows Firecracker Tombstone Electro Wizard Lumberjack
Tombstone Electro Wizard Lumberjack
Zap Electro Wizard Lumberjack
Arrows Firecracker Tombstone Electro Wizard Lumberjack
Arrows Tombstone Zap Firecracker Electro Wizard Lumberjack
Zap Arrows Firecracker Tombstone Electro Wizard Lumberjack
Electro Wizard Lumberjack
Arrows Firecracker Electro Wizard Lumberjack
Tombstone Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Tombstone Electro Wizard
Electro Wizard Zap Arrows Firecracker Lumberjack
Tombstone Lumberjack Zap Electro Wizard
Lumberjack Zap Electro Wizard
Tombstone Lumberjack
Arrows Firecracker Zap Electro Wizard
Tombstone Electro Wizard Lumberjack
Lumberjack
Zap Electro Wizard Firecracker Tombstone
Tombstone
Tombstone Lumberjack
Zap Arrows Electro Wizard
Tombstone Lumberjack
Firecracker
Tombstone Electro Wizard Zap Firecracker Lumberjack
Arrows Zap Firecracker Electro Wizard
Zap Arrows Tombstone 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.)

Arrows Firecracker
Arrows Firecracker Zap Electro Wizard
Arrows
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Zap
Arrows Firecracker
Arrows Zap Firecracker
Arrows Zap Firecracker
Electro Wizard Lumberjack
Firecracker Zap Arrows Electro Wizard
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Arrows
Zap Arrows Firecracker Electro Wizard
Zap Arrows Firecracker
Arrows
Zap Arrows
Zap Arrows Firecracker
Arrows Firecracker Zap Electro Wizard
Zap Arrows
Zap Arrows Firecracker
Zap Arrows Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Zap Arrows
Zap Arrows Firecracker Electro Wizard
Arrows Firecracker
Zap Electro Wizard Tombstone
Zap Arrows Firecracker Electro Wizard
Arrows
Firecracker Electro Wizard Lumberjack
Arrows Zap Firecracker
Zap Arrows
Firecracker
Zap Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard
Firecracker

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