My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

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.

Witch Royal Ghost Electro Wizard Lumberjack Mega Knight

Offensive cards

Win conditions

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

Miner

Damage spells

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

Lightning

Punishments

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

Miner Royal Ghost Lumberjack Mega Knight

Pump responses

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

Lightning Miner

Dropped at the bridge

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

Royal Ghost 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.

Miner Royal Ghost 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
Guards Miner
Giant Snowball
Guards Witch Miner Lumberjack
Zap
Guards Witch
Barbarian Barrel
Guards Witch Royal Ghost Electro Wizard Lumberjack
The Log
Guards Witch Lumberjack
Earthquake
Guards Witch
Arrows
Guards Witch
Royal Delivery
Guards Witch Miner Royal Ghost Electro Wizard Lumberjack
Fireball
Witch Electro Wizard Lumberjack
Poison
Guards Witch Electro Wizard
Lightning
Witch Electro Wizard Lumberjack
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Royal Ghost 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.

Guards Miner Royal Ghost 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.

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.

Guards Miner Royal Ghost Electro Wizard Lumberjack Witch Lightning Mega Knight

Shortest cycle

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

13 Guards Miner Royal Ghost Electro Wizard

Attack Synergies 1 15

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.

Guards
Miner Lumberjack
Witch
Miner Royal Ghost Lumberjack Mega Knight
Lightning
Miner
Guards Witch Royal Ghost Electro Wizard Lumberjack Mega Knight
Royal Ghost
Witch Miner Electro Wizard Lumberjack Mega Knight
Electro Wizard
Miner Royal Ghost Lumberjack Mega Knight
Lumberjack
Guards Witch Miner Royal Ghost Electro Wizard Mega Knight
Mega Knight
Witch Miner Royal Ghost Electro Wizard Lumberjack

Defense Synergies 0 12

Guards
Witch Electro Wizard Lumberjack
Witch
Guards Royal Ghost Electro Wizard Lumberjack Mega Knight
Lightning
Miner
Mega Knight
Royal Ghost
Witch Electro Wizard Mega Knight
Electro Wizard
Guards Witch Royal Ghost Lumberjack Mega Knight
Lumberjack
Guards Witch Electro Wizard
Mega Knight
Witch Miner Royal Ghost 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 Electro Wizard
Lumberjack Witch Electro Wizard Mega Knight
Witch Lumberjack Mega Knight Lightning Electro Wizard
Witch Lumberjack Guards Electro Wizard Mega Knight
Lightning Lumberjack Mega Knight
Guards Royal Ghost Electro Wizard Lumberjack Mega Knight
Lightning Electro Wizard Witch
Lightning Electro Wizard Mega Knight
Witch Lumberjack
Guards Miner Royal Ghost Electro Wizard Lumberjack Mega Knight
Guards Witch Electro Wizard Royal Ghost Lumberjack Mega Knight
Witch Electro Wizard
Lumberjack Mega Knight Guards Witch Lightning Electro Wizard
Mega Knight Guards Witch Royal Ghost Electro Wizard Lumberjack
Electro Wizard Lumberjack Mega Knight
Lightning Electro Wizard Lumberjack Mega Knight
Mega Knight Witch Electro Wizard Lumberjack
Mega Knight Guards Witch Royal Ghost Electro Wizard Lumberjack
Witch Guards Royal Ghost Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack
Royal Ghost Mega Knight Guards Witch Electro Wizard Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Mega Knight Witch Royal Ghost Electro Wizard
Electro Wizard Lightning Miner Royal Ghost Lumberjack Mega Knight
Guards Lumberjack Mega Knight Witch Lightning Electro Wizard
Guards Lightning Lumberjack Mega Knight Electro Wizard
Guards Witch Lumberjack Mega Knight
Witch Electro Wizard
Guards Witch Lightning Electro Wizard Lumberjack
Mega Knight Lumberjack
Lightning Electro Wizard Mega Knight Witch
Witch Guards
Mega Knight Guards Witch Lumberjack
Lightning Mega Knight Guards Electro Wizard
Lightning Mega Knight Guards Witch Lumberjack
Witch Mega Knight
Guards Witch Electro Wizard Lightning Lumberjack
Mega Knight Witch 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.)

Lightning Guards Royal Ghost
Miner Royal Ghost Electro Wizard
Lightning Miner
Lightning Guards
Mega Knight
Witch
Witch
Lightning
Miner Lightning
Lightning Guards Electro Wizard Lumberjack
Lightning Miner Electro Wizard
Lightning
Lightning Miner
Lightning
Lightning
Lightning Witch
Lightning Mega Knight
Lightning
Lightning
Lightning Electro Wizard Mega Knight
Lightning Witch Miner Mega Knight
Lightning Mega Knight
Lightning
Lightning
Lightning
Witch Mega Knight
Witch
Miner Witch Lightning Royal Ghost Electro Wizard
Lightning Witch Miner Mega Knight
Lightning Miner
Lightning Witch Electro Wizard
Lightning Electro Wizard Guards Witch
Lightning
Lightning Miner Mega Knight
Lightning Electro Wizard
Mega Knight
Lightning
Lightning Electro Wizard Guards Witch
Lightning Witch Electro Wizard
Lightning Miner Electro Wizard Lumberjack Mega Knight
Lightning
Lightning
Mega Knight
Guards Witch Lightning Electro Wizard
Witch Lightning Electro Wizard
Lightning Witch Miner Royal Ghost Electro Wizard Mega Knight

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