My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Electro Wizard Magic Archer Mother 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.

Knight Giant Skeleton Electro Wizard Magic Archer Lumberjack Mother Witch

Offensive cards

Win conditions

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

Missing

Damage spells

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

Tornado

Punishments

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

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.

Knight Barbarians Giant Skeleton Magic Archer 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.

Giant Skeleton Electro Wizard Magic Archer Lumberjack

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 Skeleton
Giant Snowball
Barbarians Lumberjack
Zap
Barbarian Barrel
Knight Barbarians Giant Skeleton Electro Wizard Magic Archer Lumberjack
The Log
Barbarians Giant Skeleton Lumberjack
Earthquake
Barbarians
Arrows
Royal Delivery
Knight Barbarians Giant Skeleton Electro Wizard Magic Archer Lumberjack Mother Witch
Fireball
Barbarians Electro Wizard Magic Archer Lumberjack Mother Witch
Poison
Barbarians Electro Wizard Magic Archer Mother Witch
Lightning
Knight Electro Wizard Magic Archer Lumberjack Mother Witch
Rocket
Barbarians Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Magic Archer

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.

Knight Tornado Giant Skeleton Mother 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.

Barbarians 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.

Knight Tornado Electro Wizard Magic Archer Lumberjack Mother Witch Barbarians Giant Skeleton

Shortest cycle

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

14 Knight Tornado Electro Wizard Magic Archer

Attack Synergies 1 13

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.

Knight
Electro Wizard Magic Archer Lumberjack Mother Witch
Barbarians
Tornado
Magic Archer Giant Skeleton
Giant Skeleton
Tornado Electro Wizard Magic Archer Lumberjack Mother Witch
Electro Wizard
Knight Giant Skeleton Magic Archer Lumberjack
Magic Archer
Tornado Knight Giant Skeleton Electro Wizard Lumberjack Mother Witch
Lumberjack
Knight Giant Skeleton Electro Wizard Magic Archer
Mother Witch
Knight Giant Skeleton Magic Archer

Defense Synergies 3 15

Knight
Electro Wizard Magic Archer Tornado Lumberjack Mother Witch
Barbarians
Tornado
Magic Archer Knight Giant Skeleton Electro Wizard Mother Witch
Giant Skeleton
Tornado Electro Wizard Magic Archer Lumberjack Mother Witch
Electro Wizard
Knight Tornado Giant Skeleton Magic Archer Lumberjack
Magic Archer
Knight Tornado Giant Skeleton Electro Wizard Lumberjack Mother Witch
Lumberjack
Knight Giant Skeleton Electro Wizard Magic Archer Mother Witch
Mother Witch
Knight Tornado Giant Skeleton Magic Archer Lumberjack

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.

Knight Electro Wizard Magic Archer
Barbarians Lumberjack Knight Electro Wizard
Barbarians Tornado Lumberjack Knight Giant Skeleton Electro Wizard
Barbarians Lumberjack Knight Electro Wizard
Barbarians Tornado Giant Skeleton Lumberjack
Tornado Electro Wizard Magic Archer Lumberjack Mother Witch
Tornado Electro Wizard Magic Archer
Barbarians Giant Skeleton Electro Wizard Magic Archer
Barbarians Tornado Lumberjack
Knight Tornado Barbarians Giant Skeleton Electro Wizard Lumberjack
Barbarians Electro Wizard Mother Witch Knight Tornado Giant Skeleton Magic Archer Lumberjack
Tornado Electro Wizard Magic Archer
Barbarians Lumberjack Knight Giant Skeleton Electro Wizard
Barbarians Tornado Electro Wizard Magic Archer Lumberjack
Barbarians Knight Electro Wizard Lumberjack
Barbarians Tornado Electro Wizard Lumberjack
Barbarians Knight Tornado Electro Wizard Lumberjack
Knight Barbarians Tornado Electro Wizard Magic Archer Lumberjack
Tornado Knight Barbarians Giant Skeleton Electro Wizard Magic Archer Lumberjack Mother Witch
Barbarians Tornado Electro Wizard Lumberjack
Knight Barbarians Giant Skeleton Electro Wizard Lumberjack Mother Witch

Counters to secondary win conditions

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

Knight Barbarians Lumberjack Giant Skeleton Electro Wizard
Electro Wizard Knight Magic Archer Lumberjack
Barbarians Giant Skeleton Lumberjack Knight Electro Wizard
Giant Skeleton Lumberjack Knight Barbarians Tornado Electro Wizard
Barbarians Giant Skeleton Knight Lumberjack
Mother Witch Tornado Electro Wizard Magic Archer
Knight Barbarians Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Knight Barbarians Lumberjack
Giant Skeleton Electro Wizard Knight Barbarians Tornado Magic Archer
Barbarians
Knight Barbarians Giant Skeleton Lumberjack
Barbarians Tornado Giant Skeleton Electro Wizard
Barbarians Giant Skeleton Knight Lumberjack
Barbarians Magic Archer
Barbarians Electro Wizard Knight Tornado Giant Skeleton Magic Archer Lumberjack
Barbarians Giant Skeleton Electro Wizard Magic Archer Mother Witch

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.)

Magic Archer Knight Giant Skeleton
Tornado Electro Wizard Magic Archer
Giant Skeleton Magic Archer
Knight Barbarians Giant Skeleton
Magic Archer
Mother Witch Tornado Magic Archer
Tornado Magic Archer
Tornado Magic Archer
Tornado
Tornado Electro Wizard Lumberjack
Knight Tornado Electro Wizard Magic Archer
Tornado Magic Archer
Knight Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Tornado
Electro Wizard Magic Archer
Tornado Magic Archer Mother Witch
Giant Skeleton Magic Archer
Tornado
Tornado
Barbarians
Tornado Mother Witch Magic Archer
Tornado Electro Wizard Magic Archer
Tornado Magic Archer
Tornado Magic Archer
Tornado Electro Wizard Magic Archer Mother Witch
Electro Wizard
Magic Archer
Electro Wizard Magic Archer
Giant Skeleton
Magic Archer
Electro Wizard Barbarians Magic Archer
Tornado Electro Wizard Magic Archer
Knight Electro Wizard Magic Archer Lumberjack
Magic Archer
Tornado Giant Skeleton
Tornado Giant Skeleton Electro Wizard Magic Archer
Tornado Electro Wizard Magic Archer
Tornado Giant Skeleton Electro Wizard Magic Archer

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