My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Bats Minions Wizard 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.

Bats Royal Giant Wizard Witch Lumberjack Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

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

Royal Giant 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.

Royal Giant 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.

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
Bats Minions Royal Giant
Giant Snowball
Bats Minions Witch Lumberjack
Zap
Bats Minions Royal Giant Witch
Barbarian Barrel
Wizard Witch Lumberjack
The Log
Royal Giant Witch Lumberjack
Earthquake
Witch
Arrows
Bats Minions Witch
Royal Delivery
Bats Minions Wizard Witch Lumberjack
Fireball
Minions Wizard Witch Lumberjack
Poison
Bats Minions Wizard Witch
Lightning
Wizard Witch Lumberjack
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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.

Bats Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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.

Minions Wizard Witch

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Zap Minions Lumberjack Wizard Witch Royal Giant Mega Knight

Shortest cycle

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

11 Bats Zap Minions Lumberjack

Attack Synergies 4 17

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.

Bats
Royal Giant Mega Knight Zap Minions Lumberjack
Zap
Bats Minions Royal Giant Witch Lumberjack Mega Knight
Minions
Royal Giant Mega Knight Bats Zap Lumberjack
Royal Giant
Bats Minions Zap Wizard Witch Lumberjack
Wizard
Royal Giant Lumberjack Mega Knight
Witch
Zap Royal Giant Lumberjack Mega Knight
Lumberjack
Bats Zap Minions Royal Giant Wizard Witch Mega Knight
Mega Knight
Bats Minions Zap Wizard Witch Lumberjack

Defense Synergies 1 13

Bats
Zap Minions Lumberjack Mega Knight
Zap
Mega Knight Bats Minions Witch Lumberjack
Minions
Bats Zap Lumberjack Mega Knight
Royal Giant
Wizard
Lumberjack Mega Knight
Witch
Zap Lumberjack Mega Knight
Lumberjack
Bats Zap Minions Wizard Witch
Mega Knight
Zap Bats Minions Wizard 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 Minions Wizard
Lumberjack Bats Zap Minions Witch Mega Knight
Witch Lumberjack Mega Knight Bats Minions
Witch Lumberjack Bats Minions Mega Knight
Lumberjack Mega Knight
Bats Zap Minions Lumberjack Mega Knight
Bats Minions Zap Wizard Witch
Zap Mega Knight
Witch Minions Lumberjack
Lumberjack Mega Knight
Bats Minions Witch Zap Wizard Lumberjack Mega Knight
Minions Bats Zap Wizard Witch
Lumberjack Mega Knight Bats Zap Minions Wizard Witch
Wizard Mega Knight Bats Zap Minions Witch Lumberjack
Lumberjack Mega Knight
Zap Lumberjack Mega Knight
Wizard Mega Knight Bats Minions Witch Lumberjack
Mega Knight Bats Zap Minions Wizard Witch Lumberjack
Zap Wizard Witch Bats Minions Lumberjack Mega Knight
Lumberjack
Wizard Mega Knight Bats Minions Witch Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Zap Witch
Zap Wizard Lumberjack Mega Knight
Lumberjack Mega Knight Bats Zap Minions Witch
Lumberjack Mega Knight Bats Zap
Witch Lumberjack Mega Knight
Wizard Bats Zap Minions Witch
Bats Minions Witch Lumberjack
Mega Knight Lumberjack
Zap Mega Knight Bats Minions Witch
Witch
Mega Knight Bats Minions Witch Lumberjack
Mega Knight Zap
Mega Knight Wizard Witch Lumberjack
Wizard Witch Mega Knight
Witch Bats Zap Minions Lumberjack
Bats Minions Mega Knight Zap Wizard 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.)

Zap
Wizard Zap Mega Knight
Wizard Bats Zap Minions Witch
Wizard Witch
Zap Wizard
Zap Wizard
Bats Minions Lumberjack
Zap Wizard
Zap Wizard
Minions
Zap
Zap Wizard Witch
Wizard Mega Knight
Bats Minions
Zap Wizard Mega Knight
Zap Wizard Witch Mega Knight
Minions Mega Knight
Wizard
Zap
Zap Wizard Witch Mega Knight
Witch
Zap Wizard Witch
Zap Wizard Witch Mega Knight
Zap
Bats Zap Wizard Witch
Zap Bats Minions Wizard Witch
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Bats Minions Witch
Zap Wizard Witch
Wizard Lumberjack Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Bats Minions Witch
Bats Zap Witch
Zap Witch Mega Knight

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