My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 Executioner Magic Archer

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 Executioner Electro Giant Magic Archer Lumberjack

Offensive cards

Win conditions

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

Electro 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.

Elite Barbarians 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.

Elite Barbarians Electro Giant Magic Archer 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.

Elite Barbarians Magic Archer 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
Elite Barbarians Skeleton Army
Giant Snowball
Skeleton Army Lumberjack
Zap
Skeleton Army
Barbarian Barrel
Elite Barbarians Wizard Skeleton Army Executioner Magic Archer Lumberjack
The Log
Elite Barbarians Skeleton Army Lumberjack
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elite Barbarians Wizard Skeleton Army Executioner Magic Archer Lumberjack
Fireball
Elite Barbarians Wizard Skeleton Army Executioner Magic Archer Lumberjack
Poison
Wizard Skeleton Army Executioner Magic Archer
Lightning
Elite Barbarians Wizard Executioner Magic Archer Lumberjack
Rocket
Elite Barbarians Wizard Executioner Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Executioner Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Executioner Electro Giant Magic Archer

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 Executioner Electro Giant

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.

Elite Barbarians 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

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 Magic Archer Lumberjack Wizard Executioner Elite Barbarians Electro Giant

Shortest cycle

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

11 Mirror Skeleton Army Magic Archer Lumberjack

Attack Synergies 1 8

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.

Elite Barbarians
Wizard Lumberjack
Wizard
Elite Barbarians Lumberjack
Mirror
Electro Giant Skeleton Army Magic Archer Lumberjack
Skeleton Army
Mirror
Executioner
Electro Giant
Mirror Lumberjack
Magic Archer
Mirror Lumberjack
Lumberjack
Elite Barbarians Wizard Mirror Electro Giant Magic Archer

Defense Synergies 1 11

Elite Barbarians
Wizard
Wizard
Elite Barbarians Skeleton Army Lumberjack
Mirror
Skeleton Army Executioner Magic Archer Lumberjack
Skeleton Army
Mirror Wizard Executioner Magic Archer Lumberjack
Executioner
Mirror Skeleton Army Lumberjack
Electro Giant
Magic Archer
Mirror Skeleton Army Lumberjack
Lumberjack
Wizard Mirror Skeleton Army Executioner Magic Archer

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 Executioner Magic Archer
Elite Barbarians Skeleton Army Lumberjack Executioner
Skeleton Army Lumberjack Elite Barbarians Executioner
Elite Barbarians Skeleton Army Lumberjack
Elite Barbarians Skeleton Army Lumberjack
Skeleton Army Executioner Magic Archer Lumberjack
Wizard Executioner Magic Archer
Electro Giant Magic Archer
Elite Barbarians Skeleton Army Lumberjack
Elite Barbarians Skeleton Army Lumberjack
Skeleton Army Executioner Wizard Electro Giant Magic Archer Lumberjack
Executioner Wizard Magic Archer
Skeleton Army Lumberjack Elite Barbarians Wizard
Wizard Skeleton Army Executioner Magic Archer Lumberjack
Elite Barbarians Skeleton Army Lumberjack
Skeleton Army Elite Barbarians Electro Giant Lumberjack
Wizard Elite Barbarians Skeleton Army Executioner Lumberjack
Elite Barbarians Wizard Skeleton Army Executioner Magic Archer Lumberjack
Wizard Executioner Magic Archer Lumberjack
Elite Barbarians Lumberjack
Wizard Skeleton Army Elite Barbarians Executioner Electro Giant Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Elite Barbarians Electro Giant
Elite Barbarians Wizard Executioner Magic Archer Lumberjack
Skeleton Army Lumberjack Elite Barbarians
Skeleton Army Lumberjack Elite Barbarians
Elite Barbarians Skeleton Army Executioner Lumberjack
Wizard Executioner Electro Giant Magic Archer
Skeleton Army Elite Barbarians Lumberjack
Elite Barbarians Skeleton Army Lumberjack
Elite Barbarians Skeleton Army Magic Archer
Skeleton Army
Elite Barbarians Lumberjack
Skeleton Army Elite Barbarians Electro Giant
Elite Barbarians Skeleton Army Wizard Executioner Lumberjack
Wizard Skeleton Army Executioner Electro Giant Magic Archer
Elite Barbarians Skeleton Army Electro Giant Executioner Magic Archer Lumberjack
Executioner Elite Barbarians Wizard Electro Giant Magic Archer

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.)

Magic Archer
Executioner Magic Archer
Magic Archer
Wizard Executioner Magic Archer
Wizard Executioner Electro Giant Magic Archer
Wizard Executioner Magic Archer
Wizard Executioner Magic Archer
Wizard
Elite Barbarians Lumberjack
Wizard Magic Archer
Wizard Executioner Magic Archer
Elite Barbarians Executioner Magic Archer
Magic Archer
Elite Barbarians Magic Archer
Wizard Executioner Magic Archer
Magic Archer Wizard Executioner
Wizard Executioner Magic Archer
Wizard Electro Giant Magic Archer
Magic Archer
Wizard
Electro Giant Wizard Executioner Magic Archer
Wizard Executioner Magic Archer
Wizard Magic Archer
Magic Archer
Elite Barbarians Wizard Executioner Electro Giant Magic Archer
Wizard Electro Giant
Elite Barbarians
Wizard Magic Archer
Magic Archer
Wizard Magic Archer
Skeleton Army Magic Archer
Wizard Executioner Magic Archer
Wizard Executioner Magic Archer Lumberjack
Wizard Executioner Magic Archer
Electro Giant
Elite Barbarians Executioner
Electro Giant Elite Barbarians Magic Archer
Executioner Magic Archer
Executioner Electro Giant Magic Archer

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