My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Good
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 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!
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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Witch Magic Archer Night Witch

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 Witch Magic Archer Lumberjack Night Witch

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.

Rage

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.

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.

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
Clone Night Witch
Giant Snowball
Clone Witch Lumberjack Night Witch
Zap
Clone Witch Night Witch
Barbarian Barrel
Wizard Clone Witch Magic Archer Lumberjack Night Witch
The Log
Clone Witch Lumberjack
Earthquake
Clone Witch
Arrows
Clone Witch Night Witch
Royal Delivery
Wizard Clone Witch Magic Archer Lumberjack Night Witch
Fireball
Wizard Clone Witch Magic Archer Lumberjack Night Witch
Poison
Wizard Clone Witch Magic Archer Night Witch
Lightning
Wizard Witch Magic Archer Lumberjack Night Witch
Rocket
Wizard Witch Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Magic Archer

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.

Rage Clone Night Witch

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 Witch

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 Rage Clone Magic Archer Lumberjack Night Witch Wizard Witch

Shortest cycle

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

9 Mirror Rage Clone Magic Archer

Attack Synergies 2 12

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
Rage Lumberjack
Mirror
Magic Archer Lumberjack Night Witch
Rage
Witch Wizard Night Witch
Clone
Night Witch Witch Magic Archer Lumberjack
Witch
Rage Clone Lumberjack
Magic Archer
Mirror Clone Lumberjack
Lumberjack
Wizard Mirror Clone Witch Magic Archer Night Witch
Night Witch
Clone Mirror Rage Lumberjack

Defense Synergies 0 7

Wizard
Lumberjack
Mirror
Magic Archer Lumberjack Night Witch
Rage
Clone
Witch
Lumberjack
Magic Archer
Mirror Lumberjack Night Witch
Lumberjack
Wizard Mirror Witch Magic Archer
Night Witch
Mirror 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 Magic Archer
Lumberjack Witch Night Witch
Witch Lumberjack Night Witch
Witch Lumberjack Night Witch
Lumberjack
Magic Archer Lumberjack Night Witch
Wizard Witch Magic Archer Night Witch
Magic Archer
Witch Lumberjack Night Witch
Lumberjack Night Witch
Witch Wizard Magic Archer Lumberjack Night Witch
Wizard Witch Magic Archer Night Witch
Lumberjack Night Witch Wizard Witch
Wizard Witch Magic Archer Lumberjack Night Witch
Lumberjack
Lumberjack
Wizard Witch Lumberjack Night Witch
Wizard Witch Magic Archer Lumberjack Night Witch
Wizard Witch Magic Archer Lumberjack
Lumberjack
Wizard Witch Lumberjack Night Witch

Counters to secondary win conditions

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

Lumberjack Witch
Wizard Magic Archer Lumberjack
Lumberjack Witch
Lumberjack Night Witch
Witch Lumberjack Night Witch
Wizard Witch Magic Archer
Witch Lumberjack Night Witch
Lumberjack
Witch Magic Archer
Witch
Witch Lumberjack
Wizard Witch Lumberjack Night Witch
Wizard Witch Magic Archer
Witch Magic Archer Lumberjack Night Witch
Wizard Witch 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
Magic Archer
Magic Archer
Wizard Magic Archer
Wizard Witch Magic Archer
Wizard Witch Magic Archer
Wizard Magic Archer
Wizard
Lumberjack Night Witch
Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Magic Archer
Magic Archer
Wizard Witch Magic Archer
Magic Archer Wizard
Night Witch
Wizard Magic Archer
Wizard Witch Magic Archer
Magic Archer Night Witch
Wizard
Wizard Witch Magic Archer
Witch
Wizard Witch Magic Archer
Wizard Witch Magic Archer
Magic Archer
Wizard Witch Magic Archer Night Witch
Wizard Witch
Night Witch
Wizard Magic Archer Night Witch
Magic Archer
Wizard Magic Archer
Witch Magic Archer Night Witch
Wizard Witch Magic Archer
Wizard Magic Archer Lumberjack
Wizard Magic Archer
Witch Magic Archer
Witch Magic Archer
Witch Magic Archer

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