My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
F2P score
RIP

2 warnings Why?

Deck tips

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

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.

Musketeer Witch Electro Wizard Inferno Dragon

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 Musketeer Witch Balloon Electro Wizard Inferno Dragon Lumberjack

Offensive cards

Win conditions

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

Balloon

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.

Balloon 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 Balloon 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.

Balloon Electro Wizard 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
Balloon Inferno Dragon
Giant Snowball
Musketeer Witch Balloon Inferno Dragon Lumberjack
Zap
Witch Balloon Inferno Dragon
Barbarian Barrel
Knight Musketeer Witch Electro Wizard Lumberjack
The Log
Musketeer Witch Lumberjack
Earthquake
Witch
Arrows
Witch
Royal Delivery
Knight Musketeer Witch Balloon Electro Wizard Inferno Dragon Lumberjack
Fireball
Musketeer Witch Balloon Electro Wizard Inferno Dragon Lumberjack
Poison
Musketeer Witch Balloon Electro Wizard
Lightning
Knight Musketeer Witch Balloon Electro Wizard Inferno Dragon Lumberjack
Rocket
Musketeer Witch Balloon Inferno Dragon

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

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 Inferno Dragon

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.

Musketeer 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 Knight Musketeer Electro Wizard Inferno Dragon Lumberjack Witch Balloon

Shortest cycle

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

13 The Log Knight Musketeer Electro Wizard

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.

Knight
Musketeer Balloon Witch The Log Electro Wizard Lumberjack
Musketeer
Knight Balloon The Log Lumberjack
Witch
Knight Lumberjack
Balloon
Knight Lumberjack Musketeer The Log Electro Wizard
The Log
Knight Musketeer Balloon Lumberjack
Electro Wizard
Knight Balloon Lumberjack
Inferno Dragon
Lumberjack
Balloon Knight Musketeer Witch The Log Electro Wizard

Defense Synergies 4 12

Knight
Musketeer Electro Wizard Witch The Log Lumberjack
Musketeer
Knight The Log Lumberjack Electro Wizard
Witch
Knight The Log Electro Wizard Lumberjack
Balloon
The Log
Musketeer Knight Witch Electro Wizard Inferno Dragon Lumberjack
Electro Wizard
Knight Musketeer Witch The Log Inferno Dragon Lumberjack
Inferno Dragon
The Log Electro Wizard
Lumberjack
Musketeer Knight Witch 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.

Knight Musketeer The Log Electro Wizard
Inferno Dragon Lumberjack Knight Musketeer Witch The Log Electro Wizard
Witch Lumberjack Knight Musketeer Electro Wizard Inferno Dragon
Witch Inferno Dragon Lumberjack Knight Musketeer Electro Wizard
The Log Lumberjack
The Log Musketeer Electro Wizard Lumberjack
Musketeer Electro Wizard Inferno Dragon Witch
Musketeer The Log Electro Wizard
Witch Inferno Dragon Musketeer Lumberjack
Knight Musketeer Electro Wizard Lumberjack
Witch Electro Wizard Knight Musketeer The Log Lumberjack
Musketeer Inferno Dragon Witch Electro Wizard
Lumberjack Knight Musketeer Witch The Log Electro Wizard
Witch The Log Electro Wizard Lumberjack
Inferno Dragon Knight Electro Wizard Lumberjack
The Log Electro Wizard Inferno Dragon Lumberjack
Knight Musketeer Witch Electro Wizard Lumberjack
Knight Musketeer Witch The Log Electro Wizard Lumberjack
Witch The Log Knight Musketeer Electro Wizard Inferno Dragon Lumberjack
Musketeer Electro Wizard Inferno Dragon Lumberjack
Knight Musketeer Witch The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Witch Electro Wizard
Electro Wizard Knight Musketeer The Log Inferno Dragon Lumberjack
Lumberjack Knight Musketeer Witch The Log Electro Wizard
Lumberjack Knight Musketeer The Log Electro Wizard
Knight Musketeer Witch Inferno Dragon Lumberjack
Musketeer Witch Electro Wizard
Knight Musketeer Witch Electro Wizard Lumberjack
Knight Inferno Dragon Lumberjack
Electro Wizard Knight Witch The Log Inferno Dragon
Witch Musketeer Inferno Dragon
Inferno Dragon Knight Musketeer Witch Lumberjack
The Log Electro Wizard
Knight Witch Lumberjack
Musketeer Witch
Witch Electro Wizard Knight Musketeer The Log Inferno Dragon Lumberjack
Musketeer Witch The Log Electro Wizard Inferno Dragon

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.)

Knight Musketeer The Log
Musketeer The Log Electro Wizard
The Log
Knight Musketeer The Log
The Log
Musketeer Witch
Musketeer Witch The Log
The Log
The Log
Musketeer Electro Wizard Lumberjack
Knight Musketeer The Log Electro Wizard
Musketeer
Knight Musketeer The Log
Musketeer
Musketeer The Log
Musketeer Witch The Log
Musketeer The Log
Musketeer The Log Electro Wizard
Witch The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log Witch
Witch Inferno Dragon
The Log Musketeer Witch Electro Wizard
Musketeer Witch The Log
Musketeer The Log
Musketeer Witch Electro Wizard
Electro Wizard Musketeer Witch
Musketeer The Log
Electro Wizard
The Log
Electro Wizard Musketeer Witch
Musketeer Witch Electro Wizard
The Log
Knight Musketeer Electro Wizard Lumberjack
The Log Musketeer
Musketeer
Musketeer Witch The Log Electro Wizard
Musketeer Witch Electro Wizard
Musketeer Witch The Log Electro Wizard

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