My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Inferno Dragon 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.

Electro Wizard Inferno Dragon Lumberjack Night Witch Mega Knight

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.

Zap Tornado

Punishments

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

Lumberjack 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado 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 Tornado Inferno Dragon 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.

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 Clone Tornado Electro Wizard Inferno Dragon Lumberjack Night Witch Mega Knight

Shortest cycle

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

12 Zap Clone Tornado Electro Wizard

Attack Synergies 4 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.

Zap
Tornado Electro Wizard Lumberjack Night Witch Mega Knight
Clone
Night Witch Electro Wizard Inferno Dragon Lumberjack
Tornado
Zap Night Witch Mega Knight
Electro Wizard
Zap Clone Lumberjack Mega Knight
Inferno Dragon
Mega Knight Clone
Lumberjack
Zap Clone Electro Wizard Night Witch Mega Knight
Night Witch
Clone Zap Tornado Lumberjack Mega Knight
Mega Knight
Inferno Dragon Zap Tornado Electro Wizard Lumberjack Night Witch

Defense Synergies 2 13

Zap
Electro Wizard Mega Knight Tornado Inferno Dragon Lumberjack Night Witch
Clone
Tornado
Zap Electro Wizard Inferno Dragon Mega Knight
Electro Wizard
Zap Tornado Inferno Dragon Lumberjack Night Witch Mega Knight
Inferno Dragon
Zap Tornado Electro Wizard Mega Knight
Lumberjack
Zap Electro Wizard
Night Witch
Zap Electro Wizard Mega Knight
Mega Knight
Zap Tornado Electro Wizard Inferno Dragon 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.

Zap Electro Wizard
Inferno Dragon Lumberjack Zap Electro Wizard Night Witch Mega Knight
Tornado Lumberjack Mega Knight Electro Wizard Inferno Dragon Night Witch
Inferno Dragon Lumberjack Night Witch Electro Wizard Mega Knight
Tornado Lumberjack Mega Knight
Tornado Zap Electro Wizard Lumberjack Night Witch Mega Knight
Tornado Electro Wizard Inferno Dragon Zap Night Witch
Zap Electro Wizard Mega Knight
Inferno Dragon Tornado Lumberjack Night Witch
Tornado Electro Wizard Lumberjack Night Witch Mega Knight
Electro Wizard Zap Tornado Lumberjack Night Witch Mega Knight
Inferno Dragon Zap Tornado Electro Wizard Night Witch
Lumberjack Night Witch Mega Knight Zap Electro Wizard
Mega Knight Zap Tornado Electro Wizard Lumberjack Night Witch
Inferno Dragon Electro Wizard Lumberjack Mega Knight
Tornado Zap Electro Wizard Inferno Dragon Lumberjack Mega Knight
Mega Knight Tornado Electro Wizard Lumberjack Night Witch
Mega Knight Zap Tornado Electro Wizard Lumberjack Night Witch
Zap Tornado Electro Wizard Inferno Dragon Lumberjack Mega Knight
Tornado Electro Wizard Inferno Dragon Lumberjack
Mega Knight Electro Wizard Lumberjack Night Witch

Counters to secondary win conditions

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

Lumberjack Mega Knight Zap Electro Wizard
Electro Wizard Zap Inferno Dragon Lumberjack Mega Knight
Lumberjack Mega Knight Zap Electro Wizard
Lumberjack Mega Knight Zap Tornado Electro Wizard Night Witch
Inferno Dragon Lumberjack Night Witch Mega Knight
Zap Tornado Electro Wizard
Electro Wizard Lumberjack Night Witch
Mega Knight Inferno Dragon Lumberjack
Zap Electro Wizard Mega Knight Tornado Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Lumberjack
Mega Knight Zap Tornado Electro Wizard
Mega Knight Lumberjack Night Witch
Mega Knight
Electro Wizard Zap Tornado Inferno Dragon Lumberjack Night Witch
Mega Knight Zap 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.)

Zap Tornado Electro Wizard
Zap Mega Knight
Zap Tornado
Tornado
Zap Tornado
Zap Tornado
Tornado Electro Wizard Lumberjack Night Witch
Zap Tornado Electro Wizard
Zap Tornado
Zap
Zap
Mega Knight
Tornado
Night Witch
Zap Electro Wizard Mega Knight
Zap Tornado Mega Knight
Night Witch Mega Knight
Tornado
Tornado
Zap
Zap Tornado Mega Knight
Inferno Dragon
Zap Tornado Electro Wizard
Zap Tornado Mega Knight
Zap Tornado
Zap Tornado Electro Wizard Night Witch
Zap Electro Wizard
Night Witch
Zap Night Witch Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Night Witch
Zap Tornado Electro Wizard
Electro Wizard Lumberjack Mega Knight
Zap
Zap Tornado
Mega Knight
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard Mega Knight

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