My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
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 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!
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 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.

Witch Ice Wizard

Defensive buildings

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

Goblin Cage

Investments

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

Skeleton Barrel Goblin Cage Witch Cannon Cart Electro Giant Ice Wizard Lumberjack Monk

Offensive cards

Win conditions

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

Skeleton Barrel 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.

Skeleton Barrel Cannon Cart 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.

Skeleton Barrel Cannon Cart Electro Giant 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.

Skeleton Barrel Lumberjack Monk

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 Barrel Cannon Cart
Giant Snowball
Skeleton Barrel Witch Lumberjack
Zap
Skeleton Barrel Witch Cannon Cart
Barbarian Barrel
Skeleton Barrel Goblin Cage Witch Cannon Cart Ice Wizard Lumberjack
The Log
Skeleton Barrel Goblin Cage Witch Cannon Cart Lumberjack
Earthquake
Goblin Cage Witch
Arrows
Skeleton Barrel Witch
Royal Delivery
Skeleton Barrel Goblin Cage Witch Cannon Cart Ice Wizard Lumberjack
Fireball
Skeleton Barrel Goblin Cage Witch Cannon Cart Ice Wizard Lumberjack
Poison
Skeleton Barrel Goblin Cage Witch Ice Wizard
Lightning
Goblin Cage Witch Cannon Cart Ice Wizard Lumberjack Monk
Rocket
Witch Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Witch Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant Ice Wizard

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 Barrel Electro Giant Ice Wizard

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 Ice 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.

Skeleton Barrel Ice Wizard Goblin Cage Lumberjack Witch Cannon Cart Monk Electro Giant

Shortest cycle

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

14 Skeleton Barrel Ice Wizard Goblin Cage Lumberjack

Attack Synergies 0 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.

Skeleton Barrel
Goblin Cage Witch Cannon Cart Lumberjack
Goblin Cage
Skeleton Barrel Witch Cannon Cart Lumberjack
Witch
Skeleton Barrel Goblin Cage Cannon Cart Lumberjack
Cannon Cart
Skeleton Barrel Goblin Cage Witch Lumberjack
Electro Giant
Lumberjack
Ice Wizard
Lumberjack
Lumberjack
Skeleton Barrel Goblin Cage Witch Cannon Cart Electro Giant Ice Wizard
Monk

Defense Synergies 0 12

Skeleton Barrel
Goblin Cage
Witch Cannon Cart Electro Giant Ice Wizard Lumberjack
Witch
Goblin Cage Cannon Cart Ice Wizard Lumberjack
Cannon Cart
Goblin Cage Witch Ice Wizard Lumberjack
Electro Giant
Goblin Cage Ice Wizard
Ice Wizard
Goblin Cage Witch Cannon Cart Electro Giant Lumberjack
Lumberjack
Goblin Cage Witch Cannon Cart Ice Wizard
Monk

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.

Cannon Cart Skeleton Barrel Goblin Cage
Lumberjack Goblin Cage Witch Cannon Cart Ice Wizard Monk
Goblin Cage Witch Lumberjack Cannon Cart Ice Wizard
Goblin Cage Witch Lumberjack Cannon Cart Ice Wizard Monk
Goblin Cage Lumberjack Monk
Cannon Cart Ice Wizard Lumberjack
Goblin Cage Witch Ice Wizard
Skeleton Barrel Goblin Cage Cannon Cart Electro Giant Monk
Witch Goblin Cage Ice Wizard Lumberjack
Cannon Cart Ice Wizard Lumberjack
Witch Ice Wizard Cannon Cart Electro Giant Lumberjack
Witch Ice Wizard
Goblin Cage Lumberjack Witch Cannon Cart Ice Wizard
Goblin Cage Witch Cannon Cart Lumberjack
Goblin Cage Cannon Cart Lumberjack
Monk Goblin Cage Electro Giant Lumberjack
Goblin Cage Witch Cannon Cart Lumberjack
Goblin Cage Witch Cannon Cart Ice Wizard Lumberjack
Goblin Cage Witch Cannon Cart Ice Wizard Lumberjack
Goblin Cage Cannon Cart Lumberjack
Witch Cannon Cart Electro Giant Lumberjack

Counters to secondary win conditions

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

Lumberjack Goblin Cage Witch Cannon Cart Electro Giant
Skeleton Barrel Cannon Cart Lumberjack Monk
Lumberjack Goblin Cage Witch Cannon Cart
Lumberjack Goblin Cage Cannon Cart Monk
Goblin Cage Witch Cannon Cart Lumberjack
Electro Giant Skeleton Barrel Witch Ice Wizard Monk
Goblin Cage Witch Cannon Cart Ice Wizard Lumberjack
Goblin Cage Cannon Cart Lumberjack
Goblin Cage Witch Cannon Cart Monk
Witch Goblin Cage
Goblin Cage Witch Cannon Cart Lumberjack
Monk Goblin Cage Electro Giant
Cannon Cart Goblin Cage Witch Lumberjack
Goblin Cage Witch Cannon Cart Electro Giant
Witch Electro Giant Goblin Cage Cannon Cart Lumberjack Monk
Goblin Cage Witch Cannon Cart Electro Giant Ice 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.)

Skeleton Barrel Monk
Monk Skeleton Barrel Ice Wizard
Skeleton Barrel Cannon Cart
Cannon Cart Skeleton Barrel
Electro Giant Skeleton Barrel Witch Ice Wizard Monk
Witch
Skeleton Barrel Ice Wizard
Monk Skeleton Barrel
Lumberjack
Monk Skeleton Barrel Cannon Cart
Monk
Skeleton Barrel Cannon Cart
Skeleton Barrel Cannon Cart Monk
Skeleton Barrel Cannon Cart
Skeleton Barrel Witch Cannon Cart
Skeleton Barrel Cannon Cart
Monk
Skeleton Barrel Monk
Skeleton Barrel Witch Electro Giant Monk
Monk
Monk
Skeleton Barrel Cannon Cart Monk
Electro Giant Witch Ice Wizard
Witch
Skeleton Barrel Witch Ice Wizard Monk
Skeleton Barrel Witch Monk
Skeleton Barrel
Witch Electro Giant Ice Wizard
Skeleton Barrel Witch Electro Giant
Monk
Monk
Skeleton Barrel Witch Cannon Cart
Witch Ice Wizard Monk
Cannon Cart Lumberjack
Skeleton Barrel
Monk Electro Giant
Cannon Cart
Electro Giant Witch
Witch
Skeleton Barrel Witch Cannon Cart Electro Giant Monk

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