My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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.

Flying Machine 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.

Flying Machine Witch Golem Royal Ghost Electro Wizard

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.

Zap Arrows The Log

Punishments

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

Royal Ghost

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.

Flying Machine Golem Royal Ghost

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 Royal Ghost 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 Snowball
Flying Machine Witch
Zap
Flying Machine Witch
Barbarian Barrel
Witch Royal Ghost Electro Wizard
The Log
Witch
Earthquake
Witch
Arrows
Flying Machine Witch
Royal Delivery
Flying Machine Witch Royal Ghost Electro Wizard
Fireball
Flying Machine Witch Electro Wizard
Poison
Flying Machine Witch Electro Wizard
Lightning
Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows The Log Royal Ghost

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.

Arrows Golem Royal Ghost

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 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.

Zap The Log Arrows Royal Ghost Flying Machine Electro Wizard Witch Golem

Shortest cycle

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

10 Zap The Log Arrows Royal Ghost

Attack Synergies 3 12

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.

Zap
Arrows Electro Wizard Flying Machine Witch Golem The Log Royal Ghost
Arrows
Zap Golem
Flying Machine
Zap Golem Royal Ghost
Witch
Zap Golem Royal Ghost
Golem
Arrows Zap Flying Machine Witch The Log Electro Wizard
The Log
Zap Golem
Royal Ghost
Zap Flying Machine Witch Electro Wizard
Electro Wizard
Zap Golem Royal Ghost

Defense Synergies 1 14

Zap
Electro Wizard Arrows Flying Machine Witch The Log Royal Ghost
Arrows
Zap
Flying Machine
Zap The Log Royal Ghost Electro Wizard
Witch
Zap The Log Royal Ghost Electro Wizard
Golem
The Log
Zap Flying Machine Witch Royal Ghost Electro Wizard
Royal Ghost
Zap Flying Machine Witch The Log Electro Wizard
Electro Wizard
Zap Flying Machine Witch The Log Royal Ghost

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.

Zap Flying Machine The Log Electro Wizard
Zap Flying Machine Witch The Log Electro Wizard
Witch Electro Wizard
Witch Electro Wizard
Arrows The Log
Arrows The Log Zap Flying Machine Royal Ghost Electro Wizard
Electro Wizard Zap Arrows Flying Machine Witch
Zap Arrows Flying Machine The Log Electro Wizard
Witch
Royal Ghost Electro Wizard
Witch Electro Wizard Zap Arrows Flying Machine The Log Royal Ghost
Arrows Zap Flying Machine Witch Electro Wizard
Zap Flying Machine Witch The Log Electro Wizard
Zap Arrows Witch The Log Royal Ghost Electro Wizard
Electro Wizard
Zap The Log Electro Wizard
Arrows Witch Electro Wizard
Arrows Zap Flying Machine Witch The Log Royal Ghost Electro Wizard
Zap Arrows Witch The Log Flying Machine Royal Ghost Electro Wizard
Electro Wizard
Royal Ghost Arrows Flying Machine Witch The Log Electro Wizard

Counters to secondary win conditions

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

Zap Witch Royal Ghost Electro Wizard
Electro Wizard Zap Arrows Flying Machine The Log Royal Ghost
Zap Witch The Log Electro Wizard
Zap The Log Electro Wizard
Witch
Arrows Zap Flying Machine Witch Electro Wizard
Flying Machine Witch Electro Wizard
Zap Electro Wizard Flying Machine Witch The Log
Witch
Flying Machine Witch
Zap Arrows The Log Electro Wizard
Witch
Flying Machine Witch
Witch Electro Wizard Zap Flying Machine The Log
Arrows Zap Flying Machine Witch The Log Royal Ghost 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.)

Arrows Flying Machine The Log Royal Ghost
Arrows Zap Flying Machine The Log Royal Ghost Electro Wizard
Arrows Flying Machine The Log
Arrows Flying Machine The Log
Zap Arrows The Log
Arrows Zap Flying Machine Witch
Arrows Flying Machine Witch The Log
Arrows The Log Zap Flying Machine
Arrows The Log Zap Flying Machine
Electro Wizard
Zap Arrows Flying Machine The Log Electro Wizard
Zap Arrows Flying Machine
Flying Machine The Log
Arrows Flying Machine
Zap Arrows Flying Machine The Log
Zap Arrows Flying Machine Witch The Log
Arrows Flying Machine The Log
Arrows
Zap Arrows Flying Machine The Log Electro Wizard
Zap Arrows Flying Machine Witch The Log
The Log
Arrows
The Log
Zap Arrows Flying Machine The Log
Zap Arrows The Log Witch
Witch
Arrows The Log Zap Flying Machine Witch Royal Ghost Electro Wizard
Zap Arrows Flying Machine Witch The Log
Zap Arrows The Log
Zap Arrows Flying Machine Witch Electro Wizard
Zap Electro Wizard Flying Machine Witch
Zap Arrows The Log
Zap Arrows Electro Wizard
Arrows The Log
Zap Electro Wizard Flying Machine Witch
Zap Arrows Flying Machine Witch Electro Wizard
Arrows The Log
Flying Machine Electro Wizard
Arrows The Log Zap Flying Machine
Zap Arrows
Flying Machine
Zap Flying Machine Witch The Log Electro Wizard
Zap Flying Machine Witch Electro Wizard
Zap Flying Machine Witch The Log Royal Ghost Electro Wizard

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