My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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.

Bats Firecracker 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.

Bats Firecracker Elixir Golem Witch Lumberjack Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows

Punishments

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

Elixir Golem Lumberjack Mega Knight

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.

Elixir Golem Lumberjack Mega Knight

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 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
Bats Elixir Golem Guards
Giant Snowball
Bats Guards Witch Lumberjack
Zap
Bats Firecracker Guards Witch
Barbarian Barrel
Firecracker Elixir Golem Guards Witch Lumberjack
The Log
Firecracker Elixir Golem Guards Witch Lumberjack
Earthquake
Firecracker Elixir Golem Guards Witch
Arrows
Bats Firecracker Guards Witch
Royal Delivery
Bats Firecracker Elixir Golem Guards Witch Lumberjack
Fireball
Firecracker Elixir Golem Witch Lumberjack
Poison
Bats Firecracker Elixir Golem Guards Witch
Lightning
Witch Lumberjack
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Mega Knight

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.

Bats Arrows Elixir Golem Guards Mega Knight

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

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.

Bats Arrows Firecracker Elixir Golem Guards Lumberjack Witch Mega Knight

Shortest cycle

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

11 Bats Arrows Firecracker Elixir Golem

Attack Synergies 2 14

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.

Bats
Mega Knight Firecracker Elixir Golem Lumberjack
Arrows
Elixir Golem Lumberjack Mega Knight
Firecracker
Elixir Golem Bats Lumberjack Mega Knight
Elixir Golem
Firecracker Bats Arrows Witch Lumberjack
Guards
Lumberjack
Witch
Elixir Golem Lumberjack Mega Knight
Lumberjack
Bats Arrows Firecracker Elixir Golem Guards Witch Mega Knight
Mega Knight
Bats Arrows Firecracker Witch Lumberjack

Defense Synergies 1 11

Bats
Firecracker Lumberjack Mega Knight
Arrows
Mega Knight Lumberjack
Firecracker
Bats Guards Lumberjack Mega Knight
Elixir Golem
Guards
Firecracker Witch Lumberjack
Witch
Guards Lumberjack Mega Knight
Lumberjack
Bats Arrows Firecracker Guards Witch
Mega Knight
Arrows Bats Firecracker Witch

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.

Firecracker
Lumberjack Bats Firecracker Witch Mega Knight
Witch Lumberjack Mega Knight Bats
Witch Lumberjack Bats Firecracker Guards Mega Knight
Arrows Firecracker Lumberjack Mega Knight
Arrows Bats Firecracker Guards Lumberjack Mega Knight
Bats Arrows Firecracker Witch
Arrows Mega Knight
Witch Lumberjack
Guards Firecracker Lumberjack Mega Knight
Bats Guards Witch Arrows Firecracker Lumberjack Mega Knight
Arrows Bats Firecracker Witch
Lumberjack Mega Knight Bats Guards Witch
Mega Knight Bats Arrows Firecracker Guards Witch Lumberjack
Lumberjack Mega Knight
Lumberjack Mega Knight
Mega Knight Bats Arrows Firecracker Witch Lumberjack
Arrows Mega Knight Bats Firecracker Guards Witch Lumberjack
Arrows Witch Bats Firecracker Guards Lumberjack Mega Knight
Lumberjack
Mega Knight Bats Arrows Firecracker Guards Witch Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Mega Knight Witch
Arrows Firecracker Lumberjack Mega Knight
Guards Lumberjack Mega Knight Bats Witch
Guards Lumberjack Mega Knight Bats
Guards Witch Lumberjack Mega Knight
Arrows Firecracker Bats Witch
Guards Bats Witch Lumberjack
Mega Knight Lumberjack
Mega Knight Bats Firecracker Witch
Witch Guards
Mega Knight Bats Guards Witch Lumberjack
Mega Knight Arrows Guards
Mega Knight Guards Witch Lumberjack
Firecracker Witch Mega Knight
Guards Witch Bats Firecracker Lumberjack
Bats Arrows Mega Knight Firecracker Witch
Arrows
Mega Knight
Guards Lumberjack

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 Guards
Arrows Firecracker
Arrows
Arrows Firecracker Guards
Arrows Firecracker Mega Knight
Arrows Firecracker Bats Witch
Arrows Firecracker Witch
Arrows Firecracker
Arrows Firecracker
Bats Guards Lumberjack
Firecracker Arrows
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Witch
Arrows Firecracker Mega Knight
Arrows
Bats
Arrows Firecracker Mega Knight
Arrows Firecracker Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Firecracker Witch Mega Knight
Witch
Arrows Firecracker Witch
Arrows Witch Mega Knight
Arrows Firecracker
Bats Arrows Firecracker Witch
Bats Firecracker Guards Witch
Arrows Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker
Bats Guards Witch
Arrows Firecracker Witch
Arrows
Firecracker Lumberjack Mega Knight
Arrows Firecracker
Arrows
Firecracker Mega Knight
Bats Firecracker Guards Witch
Firecracker Bats Witch
Firecracker Witch Mega Knight
Firecracker Mega Knight

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