My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Baby Dragon Witch Electro Wizard

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.

Giant Wizard Baby Dragon Witch Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Giant

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.

Giant

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.

Giant Baby Dragon Giant Skeleton

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.

Giant Skeleton Electro Wizard

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
Giant Clone Giant Skeleton
Giant Snowball
Clone Baby Dragon Witch
Zap
Clone Witch
Barbarian Barrel
Wizard Clone Witch Giant Skeleton Electro Wizard
The Log
Clone Witch Giant Skeleton
Earthquake
Clone Witch
Arrows
Clone Witch
Royal Delivery
Wizard Clone Baby Dragon Witch Giant Skeleton Electro Wizard
Fireball
Wizard Clone Baby Dragon Witch Electro Wizard
Poison
Wizard Clone Witch Electro Wizard
Lightning
Wizard Baby Dragon Witch Electro Wizard
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon 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.

Clone Baby Dragon Giant Skeleton

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 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 Clone Baby Dragon Electro Wizard Giant Wizard Witch Giant Skeleton

Shortest cycle

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

13 The Log Clone Baby Dragon Electro Wizard

Attack Synergies 1 15

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.

Giant
Wizard Baby Dragon Witch The Log Electro Wizard
Wizard
Giant Giant Skeleton
Clone
Giant Skeleton Baby Dragon Witch Electro Wizard
Baby Dragon
Giant Clone Witch Giant Skeleton Electro Wizard
Witch
Giant Clone Baby Dragon Giant Skeleton
Giant Skeleton
Clone Wizard Baby Dragon Witch The Log Electro Wizard
The Log
Giant Giant Skeleton
Electro Wizard
Giant Clone Baby Dragon Giant Skeleton

Defense Synergies 0 12

Giant
Wizard
Giant Skeleton The Log Electro Wizard
Clone
Baby Dragon
Witch Giant Skeleton The Log
Witch
Baby Dragon Giant Skeleton The Log Electro Wizard
Giant Skeleton
Wizard Baby Dragon Witch The Log Electro Wizard
The Log
Wizard Baby Dragon Witch Giant Skeleton Electro Wizard
Electro Wizard
Wizard Witch Giant Skeleton The Log

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 Baby Dragon The Log Electro Wizard
Witch The Log Electro Wizard
Witch Giant Skeleton Electro Wizard
Witch Electro Wizard
Giant Skeleton The Log
The Log Baby Dragon Electro Wizard
Electro Wizard Wizard Baby Dragon Witch
Baby Dragon Giant Skeleton The Log Electro Wizard
Witch
Giant Skeleton Electro Wizard
Witch Electro Wizard Wizard Baby Dragon Giant Skeleton The Log
Wizard Baby Dragon Witch Electro Wizard
Wizard Witch Giant Skeleton The Log Electro Wizard
Wizard Baby Dragon Witch The Log Electro Wizard
Electro Wizard
The Log Electro Wizard
Wizard Witch Electro Wizard
Wizard Baby Dragon Witch The Log Electro Wizard
Wizard Baby Dragon Witch The Log Giant Skeleton Electro Wizard
Electro Wizard
Wizard Baby Dragon Witch Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Witch Giant Skeleton Electro Wizard
Electro Wizard Wizard Baby Dragon The Log
Giant Skeleton Witch The Log Electro Wizard
Giant Skeleton The Log Electro Wizard
Giant Skeleton Witch
Wizard Baby Dragon Witch Electro Wizard
Witch Giant Skeleton Electro Wizard
Giant Skeleton
Giant Skeleton Electro Wizard Baby Dragon Witch The Log
Witch
Witch Giant Skeleton
Giant Skeleton The Log Electro Wizard
Giant Skeleton Wizard Witch
Wizard Baby Dragon Witch
Witch Electro Wizard Baby Dragon Giant Skeleton The Log
Wizard Baby Dragon Witch Giant Skeleton 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.)

Baby Dragon Giant Skeleton The Log
Baby Dragon The Log Electro Wizard
Baby Dragon Giant Skeleton The Log
Giant Skeleton The Log
Wizard Baby Dragon The Log
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch The Log
The Log Wizard Baby Dragon
The Log Wizard
Electro Wizard
Wizard The Log Electro Wizard
Wizard Baby Dragon
Baby Dragon The Log
Baby Dragon
Baby Dragon The Log
Wizard Baby Dragon Witch The Log
Wizard Baby Dragon The Log
Wizard Baby Dragon The Log Electro Wizard
Wizard Baby Dragon Witch The Log
Baby Dragon Giant Skeleton The Log
Wizard
The Log
Baby Dragon The Log
The Log Wizard Baby Dragon Witch
Witch
The Log Wizard Baby Dragon Witch Electro Wizard
Wizard Baby Dragon Witch The Log
Baby Dragon The Log
Wizard Baby Dragon Witch Electro Wizard
Electro Wizard Wizard Witch
Wizard The Log
Electro Wizard
Giant Skeleton
Wizard The Log
Electro Wizard Witch
Wizard Baby Dragon Witch Electro Wizard
The Log
Wizard Baby Dragon Electro Wizard
The Log Wizard Baby Dragon
Giant Skeleton
Baby Dragon Witch Giant Skeleton The Log Electro Wizard
Witch Electro Wizard
Baby Dragon Witch Giant Skeleton The Log Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: