My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Inferno Tower Witch Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Bomber Witch Golem Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap

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.

Golem 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.

Golem 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
Bomber Skeleton Army
Giant Snowball
Bomber Skeleton Army Witch Lumberjack
Zap
Bomber Inferno Tower Skeleton Army Witch
Barbarian Barrel
Bomber Inferno Tower Skeleton Army Witch Electro Wizard Lumberjack
The Log
Bomber Skeleton Army Witch Lumberjack
Earthquake
Bomber Inferno Tower Skeleton Army Witch
Arrows
Bomber Skeleton Army Witch
Royal Delivery
Bomber Skeleton Army Witch Electro Wizard Lumberjack
Fireball
Bomber Inferno Tower Skeleton Army Witch Electro Wizard Lumberjack
Poison
Bomber Inferno Tower Skeleton Army Witch Electro Wizard
Lightning
Inferno Tower Witch Electro Wizard Lumberjack
Rocket
Inferno Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap

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.

Inferno Tower Skeleton Army Golem

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.

Witch 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Skeleton Army Electro Wizard Lumberjack Inferno Tower Witch Golem

Shortest cycle

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

11 Bomber Zap Skeleton Army Electro Wizard

Attack Synergies 2 10

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.

Bomber
Golem Zap Lumberjack
Zap
Electro Wizard Bomber Witch Golem Lumberjack
Inferno Tower
Skeleton Army
Witch
Zap Golem Lumberjack
Golem
Bomber Zap Witch Electro Wizard Lumberjack
Electro Wizard
Zap Golem Lumberjack
Lumberjack
Bomber Zap Witch Golem Electro Wizard

Defense Synergies 3 12

Bomber
Zap Electro Wizard
Zap
Electro Wizard Bomber Inferno Tower Skeleton Army Witch Lumberjack
Inferno Tower
Skeleton Army Electro Wizard Zap Lumberjack
Skeleton Army
Inferno Tower Zap Electro Wizard Lumberjack
Witch
Zap Electro Wizard Lumberjack
Golem
Electro Wizard
Zap Inferno Tower Bomber Skeleton Army Witch Lumberjack
Lumberjack
Zap Inferno Tower Skeleton Army Witch 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.

Bomber Zap Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Lumberjack Zap Witch Electro Wizard
Inferno Tower Skeleton Army Witch Lumberjack Bomber Electro Wizard
Inferno Tower Skeleton Army Witch Lumberjack Electro Wizard
Bomber Skeleton Army Lumberjack
Skeleton Army Bomber Zap Electro Wizard Lumberjack
Inferno Tower Electro Wizard Zap Witch
Zap Inferno Tower Electro Wizard
Inferno Tower Witch Skeleton Army Lumberjack
Skeleton Army Bomber Inferno Tower Electro Wizard Lumberjack
Skeleton Army Witch Electro Wizard Bomber Zap Lumberjack
Inferno Tower Zap Witch Electro Wizard
Inferno Tower Skeleton Army Lumberjack Bomber Zap Witch Electro Wizard
Bomber Skeleton Army Zap Witch Electro Wizard Lumberjack
Inferno Tower Skeleton Army Electro Wizard Lumberjack
Inferno Tower Skeleton Army Zap Electro Wizard Lumberjack
Bomber Inferno Tower Skeleton Army Witch Electro Wizard Lumberjack
Bomber Zap Skeleton Army Witch Electro Wizard Lumberjack
Zap Witch Bomber Electro Wizard Lumberjack
Inferno Tower Electro Wizard Lumberjack
Bomber Skeleton Army Witch Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Zap Inferno Tower Witch Electro Wizard
Electro Wizard Bomber Zap Lumberjack
Skeleton Army Lumberjack Zap Inferno Tower Witch Electro Wizard
Skeleton Army Lumberjack Zap Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Witch Lumberjack
Zap Witch Electro Wizard
Skeleton Army Inferno Tower Witch Electro Wizard Lumberjack
Inferno Tower Skeleton Army Lumberjack
Zap Electro Wizard Inferno Tower Skeleton Army Witch
Inferno Tower Witch Skeleton Army
Inferno Tower Witch Lumberjack
Skeleton Army Zap Electro Wizard
Skeleton Army Inferno Tower Witch Lumberjack
Bomber Skeleton Army Witch
Inferno Tower Skeleton Army Witch Electro Wizard Bomber Zap Lumberjack
Bomber Zap Inferno Tower Witch Electro Wizard
Bomber Zap Inferno Tower 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.)

Zap Electro Wizard
Bomber Zap
Zap Witch
Bomber Witch
Zap
Zap
Electro Wizard Lumberjack
Zap Electro Wizard
Zap
Zap
Bomber Zap Witch
Bomber
Bomber Zap Electro Wizard
Bomber Zap Witch
Zap
Zap Bomber Witch
Witch
Zap Witch Electro Wizard
Zap Witch
Zap
Zap Witch Electro Wizard
Zap Electro Wizard Witch
Bomber Zap
Zap Electro Wizard
Zap Electro Wizard Skeleton Army Witch
Zap Witch Electro Wizard
Electro Wizard Lumberjack
Bomber Zap
Zap
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard

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