My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon 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.

Skeletons Elixir Collector Baby Dragon Golem Electro Wizard Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

Lightning The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Baby Dragon Golem

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.

Golem 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
Skeletons Night Witch
Giant Snowball
Skeletons Baby Dragon Night Witch
Zap
Skeletons Night Witch
Barbarian Barrel
Skeletons Electro Wizard Night Witch
The Log
Skeletons
Earthquake
Skeletons Elixir Collector
Arrows
Skeletons Night Witch
Royal Delivery
Skeletons Baby Dragon Electro Wizard Night Witch
Fireball
Elixir Collector Baby Dragon Electro Wizard Night Witch
Poison
Elixir Collector Electro Wizard Night Witch
Lightning
Elixir Collector Baby Dragon Electro Wizard Night Witch
Rocket
Elixir Collector Night Witch

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

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.

Elixir Collector Baby Dragon 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.

Skeletons The Log Baby Dragon Electro Wizard Night Witch Elixir Collector Lightning Golem

Shortest cycle

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

11 Skeletons The Log Baby Dragon Electro Wizard

Attack Synergies 3 4

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.

Skeletons
Elixir Collector
Baby Dragon
Golem Lightning Electro Wizard
Lightning
Golem Baby Dragon
Golem
Baby Dragon Lightning Night Witch The Log Electro Wizard
The Log
Golem
Electro Wizard
Baby Dragon Golem
Night Witch
Golem

Defense Synergies 0 9

Skeletons
Baby Dragon The Log Electro Wizard Night Witch
Elixir Collector
Baby Dragon
Skeletons The Log
Lightning
The Log
Golem
The Log
Skeletons Baby Dragon Lightning Electro Wizard Night Witch
Electro Wizard
Skeletons The Log Night Witch
Night Witch
Skeletons The Log Electro Wizard

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.

Lightning Baby Dragon The Log Electro Wizard
Skeletons The Log Electro Wizard Night Witch
Skeletons Lightning Electro Wizard Night Witch
Night Witch Skeletons Electro Wizard
Lightning The Log
The Log Skeletons Baby Dragon Electro Wizard Night Witch
Lightning Electro Wizard Baby Dragon Night Witch
Lightning Baby Dragon The Log Electro Wizard
Skeletons Night Witch
Skeletons Electro Wizard Night Witch
Electro Wizard Skeletons Baby Dragon The Log Night Witch
Baby Dragon Electro Wizard Night Witch
Night Witch Skeletons Lightning The Log Electro Wizard
Baby Dragon The Log Electro Wizard Night Witch
Electro Wizard
Lightning The Log Electro Wizard
Skeletons Electro Wizard Night Witch
Baby Dragon The Log Electro Wizard Night Witch
Baby Dragon The Log Electro Wizard
Electro Wizard
Baby Dragon The Log Electro Wizard Night Witch

Counters to secondary win conditions

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

Skeletons Electro Wizard
Electro Wizard Baby Dragon Lightning The Log
Skeletons Lightning The Log Electro Wizard
Lightning The Log Electro Wizard Night Witch
Skeletons Night Witch
Skeletons Baby Dragon Electro Wizard
Skeletons Lightning Electro Wizard Night Witch
Lightning Electro Wizard Skeletons Baby Dragon The Log
Skeletons
Lightning The Log Electro Wizard
Lightning Skeletons Night Witch
Baby Dragon
Electro Wizard Skeletons Baby Dragon Lightning The Log Night Witch
Baby Dragon 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.)

Lightning Baby Dragon The Log
Baby Dragon The Log Electro Wizard
Lightning Baby Dragon The Log
Lightning The Log
Baby Dragon The Log
Baby Dragon
Baby Dragon The Log
The Log Baby Dragon Lightning
The Log Lightning
Lightning Electro Wizard Night Witch
Lightning The Log Electro Wizard
Lightning Baby Dragon
Lightning Baby Dragon The Log
Lightning Baby Dragon
Lightning Baby Dragon The Log
Lightning Baby Dragon The Log
Lightning Baby Dragon The Log
Lightning
Lightning Night Witch
Lightning Baby Dragon The Log Electro Wizard
Lightning Baby Dragon The Log
Lightning Baby Dragon The Log Night Witch
Lightning
Lightning The Log
Lightning Baby Dragon The Log
The Log Baby Dragon
The Log Baby Dragon Lightning Electro Wizard
Lightning Baby Dragon The Log
Lightning Baby Dragon The Log
Lightning Baby Dragon Electro Wizard Night Witch
Lightning Electro Wizard
Lightning Night Witch
Lightning The Log Night Witch
Lightning Electro Wizard
Lightning The Log
Lightning Electro Wizard Night Witch
Lightning Baby Dragon Electro Wizard
The Log
Lightning Baby Dragon Electro Wizard
The Log Baby Dragon Lightning
Lightning
Baby Dragon Lightning The Log Electro Wizard
Lightning Electro Wizard
Lightning Baby Dragon The Log Electro Wizard

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