My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
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.

Goblin Gang Witch 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.

Witch Electro Wizard Night Witch Mega Knight

Offensive cards

Win conditions

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

Wall Breakers

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.

Goblin Gang Wall Breakers 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.

Goblin Gang Wall Breakers 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.

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
Goblin Gang Wall Breakers Clone Night Witch
Giant Snowball
Goblin Gang Wall Breakers Clone Witch Night Witch
Zap
Goblin Gang Wall Breakers Clone Witch Night Witch
Barbarian Barrel
Goblin Gang Wall Breakers Clone Witch Electro Wizard Night Witch
The Log
Goblin Gang Wall Breakers Clone Witch
Earthquake
Goblin Gang Clone Witch
Arrows
Goblin Gang Wall Breakers Clone Witch Night Witch
Royal Delivery
Goblin Gang Wall Breakers Clone Witch Electro Wizard Night Witch
Fireball
Goblin Gang Wall Breakers Clone Witch Electro Wizard Night Witch
Poison
Goblin Gang Clone Witch Electro Wizard Night Witch
Lightning
Witch Electro Wizard Night Witch
Rocket
Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

The Log 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.

Clone Night Witch 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.

Goblin Gang 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.

Wall Breakers The Log Goblin Gang Clone Electro Wizard Night Witch Witch Mega Knight

Shortest cycle

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

10 Wall Breakers The Log Goblin Gang Clone

Attack Synergies 1 10

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.

Goblin Gang
Clone
Wall Breakers
The Log Electro Wizard Mega Knight
Clone
Night Witch Goblin Gang Witch Electro Wizard
Witch
Clone Mega Knight
The Log
Wall Breakers Mega Knight
Electro Wizard
Wall Breakers Clone Mega Knight
Night Witch
Clone Mega Knight
Mega Knight
Wall Breakers Witch The Log Electro Wizard Night Witch

Defense Synergies 0 11

Goblin Gang
The Log Electro Wizard
Wall Breakers
Clone
Witch
The Log Electro Wizard Mega Knight
The Log
Goblin Gang Witch Electro Wizard Night Witch Mega Knight
Electro Wizard
Goblin Gang Witch The Log Night Witch Mega Knight
Night Witch
The Log Electro Wizard Mega Knight
Mega Knight
Witch The Log Electro Wizard Night 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.

The Log Electro Wizard
Goblin Gang Witch The Log Electro Wizard Night Witch Mega Knight
Goblin Gang Witch Mega Knight Electro Wizard Night Witch
Witch Night Witch Goblin Gang Electro Wizard Mega Knight
The Log Mega Knight
Goblin Gang The Log Electro Wizard Night Witch Mega Knight
Electro Wizard Goblin Gang Witch Night Witch
The Log Electro Wizard Mega Knight
Witch Goblin Gang Night Witch
Goblin Gang Electro Wizard Night Witch Mega Knight
Goblin Gang Witch Electro Wizard The Log Night Witch Mega Knight
Goblin Gang Witch Electro Wizard Night Witch
Night Witch Mega Knight Goblin Gang Witch The Log Electro Wizard
Mega Knight Goblin Gang Witch The Log Electro Wizard Night Witch
Goblin Gang Electro Wizard Mega Knight
Goblin Gang The Log Electro Wizard Mega Knight
Mega Knight Goblin Gang Witch Electro Wizard Night Witch
Mega Knight Goblin Gang Witch The Log Electro Wizard Night Witch
Witch The Log Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Mega Knight Witch The Log Electro Wizard Night Witch

Counters to secondary win conditions

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

Goblin Gang Mega Knight Witch Electro Wizard
Electro Wizard Goblin Gang The Log Mega Knight
Goblin Gang Mega Knight Witch The Log Electro Wizard
Goblin Gang Mega Knight The Log Electro Wizard Night Witch
Goblin Gang Witch Night Witch Mega Knight
Goblin Gang Witch Electro Wizard
Goblin Gang Witch Electro Wizard Night Witch
Mega Knight
Electro Wizard Mega Knight Witch The Log
Witch Goblin Gang
Mega Knight Witch
Mega Knight The Log Electro Wizard
Mega Knight Goblin Gang Witch Night Witch
Witch Mega Knight
Goblin Gang Witch Electro Wizard The Log Night Witch
Mega Knight Witch 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.)

The Log
The Log Electro Wizard
The Log
The Log
The Log Mega Knight
Witch
Witch The Log
The Log
The Log
Goblin Gang Electro Wizard Night Witch
The Log Electro Wizard
The Log
The Log
Witch The Log
The Log Mega Knight
Night Witch
The Log Electro Wizard Mega Knight
Witch The Log Mega Knight
The Log Night Witch Mega Knight
The Log
The Log
The Log Witch Mega Knight
Witch
The Log Witch Electro Wizard
Witch The Log Mega Knight
The Log
Witch Electro Wizard Night Witch
Electro Wizard Witch
Night Witch
The Log Night Witch Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Goblin Gang Witch Night Witch
Witch Electro Wizard
The Log
Goblin Gang Electro Wizard Mega Knight
The Log
Mega Knight
Goblin Gang Witch The Log Electro Wizard
Witch Electro Wizard
Witch The Log Electro Wizard Mega Knight

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