My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
RIP

1 problems 2 warnings Why?

Deck tips

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

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 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.

Firecracker Electro Wizard 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.

Firecracker Balloon Golem Electro Wizard Lumberjack Night Witch Monk

Offensive cards

Win conditions

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

Balloon Golem

Damage spells

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

The Log

Punishments

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

Balloon 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.

Balloon 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.

Firecracker Balloon Golem Electro Wizard 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
Balloon Night Witch
Giant Snowball
Balloon Lumberjack Night Witch
Zap
Firecracker Balloon Night Witch
Barbarian Barrel
Firecracker Electro Wizard Lumberjack Night Witch
The Log
Firecracker Lumberjack
Earthquake
Firecracker
Arrows
Firecracker Night Witch
Royal Delivery
Firecracker Balloon Electro Wizard Lumberjack Night Witch
Fireball
Firecracker Balloon Electro Wizard Lumberjack Night Witch
Poison
Firecracker Balloon Electro Wizard Night Witch
Lightning
Balloon Electro Wizard Lumberjack Night Witch Monk
Rocket
Balloon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker The Log

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.

Golem 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Firecracker Electro Wizard Lumberjack Night Witch Balloon Monk Golem

Shortest cycle

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

13 The Log Firecracker Electro Wizard Lumberjack

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.

Firecracker
Balloon Golem Lumberjack Monk
Balloon
Lumberjack Firecracker Golem The Log Electro Wizard
Golem
Night Witch Firecracker Balloon The Log Electro Wizard Lumberjack
The Log
Balloon Golem Lumberjack
Electro Wizard
Balloon Golem Lumberjack
Lumberjack
Balloon Firecracker Golem The Log Electro Wizard Night Witch
Night Witch
Golem Lumberjack Monk
Monk
Firecracker Night Witch

Defense Synergies 1 8

Firecracker
The Log Electro Wizard Lumberjack Night Witch
Balloon
Golem
The Log
Firecracker Electro Wizard Lumberjack Night Witch
Electro Wizard
Firecracker The Log Lumberjack Night Witch
Lumberjack
Firecracker The Log Electro Wizard
Night Witch
Firecracker The Log Electro 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.

Firecracker The Log Electro Wizard
Lumberjack Firecracker The Log Electro Wizard Night Witch Monk
Lumberjack Electro Wizard Night Witch
Lumberjack Night Witch Firecracker Electro Wizard Monk
Firecracker The Log Lumberjack Monk
The Log Firecracker Electro Wizard Lumberjack Night Witch
Electro Wizard Firecracker Night Witch
The Log Electro Wizard Monk
Lumberjack Night Witch
Firecracker Electro Wizard Lumberjack Night Witch
Electro Wizard Firecracker The Log Lumberjack Night Witch
Firecracker Electro Wizard Night Witch
Lumberjack Night Witch The Log Electro Wizard
Firecracker The Log Electro Wizard Lumberjack Night Witch
Electro Wizard Lumberjack
Monk The Log Electro Wizard Lumberjack
Firecracker Electro Wizard Lumberjack Night Witch
Firecracker The Log Electro Wizard Lumberjack Night Witch
The Log Firecracker Electro Wizard Lumberjack
Electro Wizard Lumberjack
Firecracker The Log Electro Wizard Lumberjack Night Witch

Counters to secondary win conditions

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

Lumberjack Electro Wizard
Electro Wizard Firecracker The Log Lumberjack Monk
Lumberjack The Log Electro Wizard
Lumberjack The Log Electro Wizard Night Witch Monk
Lumberjack Night Witch
Firecracker Electro Wizard Monk
Electro Wizard Lumberjack Night Witch
Lumberjack
Electro Wizard Firecracker The Log Monk
Lumberjack
Monk The Log Electro Wizard
Lumberjack Night Witch
Firecracker
Electro Wizard Firecracker The Log Lumberjack Night Witch Monk
Firecracker The Log 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.)

Firecracker The Log Monk
Firecracker Monk The Log Electro Wizard
The Log
Firecracker The Log
Firecracker The Log
Firecracker Monk
Firecracker The Log
The Log Firecracker
The Log Monk Firecracker
Electro Wizard Lumberjack Night Witch
Firecracker Monk The Log Electro Wizard
Monk Firecracker
Firecracker The Log
Firecracker Monk
Firecracker The Log
Firecracker The Log
Firecracker The Log
Monk
Night Witch
Firecracker The Log Electro Wizard Monk
Firecracker The Log Monk
The Log Night Witch Monk
The Log Monk
The Log Monk
Firecracker The Log
Firecracker The Log Electro Wizard Monk
The Log Monk
Firecracker The Log
Firecracker Electro Wizard Night Witch
Electro Wizard Firecracker
Night Witch
The Log Night Witch
Firecracker Electro Wizard Monk
Firecracker The Log Monk
Electro Wizard Night Witch
Firecracker Electro Wizard Monk
The Log
Firecracker Electro Wizard Lumberjack
The Log Firecracker
Monk
Firecracker
Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard Monk

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