My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Ice Wizard 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.

Royal Giant Witch Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

Damage spells

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

Fireball Lightning The Log

Punishments

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

Royal Giant Goblin Barrel

Pump responses

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

Fireball Goblin Barrel Lightning

Dropped at the bridge

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

Royal Giant

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.

Goblin Barrel Electro Wizard

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
Royal Giant Goblin Barrel
Giant Snowball
Goblin Barrel Witch
Zap
Royal Giant Goblin Barrel Witch
Barbarian Barrel
Goblin Barrel Witch Ice Wizard Electro Wizard
The Log
Royal Giant Goblin Barrel Witch
Earthquake
Goblin Barrel Witch
Arrows
Goblin Barrel Witch
Royal Delivery
Goblin Barrel Witch Ice Wizard Electro Wizard
Fireball
Goblin Barrel Witch Ice Wizard Electro Wizard
Poison
Witch Ice Wizard Electro Wizard
Lightning
Witch Ice Wizard Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Ice Wizard

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 Fireball Goblin Barrel

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.

Fireball Goblin Barrel Witch Ice Wizard 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 Goblin Barrel Ice Wizard Fireball Electro Wizard Witch Royal Giant Lightning

Shortest cycle

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

12 The Log Goblin Barrel Ice Wizard Fireball

Attack Synergies 4 6

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.

Royal Giant
Fireball Goblin Barrel Lightning Ice Wizard Witch The Log Electro Wizard
Fireball
Royal Giant The Log Electro Wizard
Goblin Barrel
Royal Giant Ice Wizard
Witch
Royal Giant
Lightning
Royal Giant
The Log
Royal Giant Fireball
Ice Wizard
Royal Giant Goblin Barrel
Electro Wizard
Royal Giant Fireball

Defense Synergies 1 8

Royal Giant
Fireball
The Log Ice Wizard Electro Wizard
Goblin Barrel
Witch
The Log Ice Wizard Electro Wizard
Lightning
The Log
The Log
Fireball Witch Lightning Ice Wizard Electro Wizard
Ice Wizard
Fireball Witch The Log
Electro Wizard
Fireball Witch The Log

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 Fireball The Log Electro Wizard
Witch The Log Ice Wizard Electro Wizard
Witch Lightning Ice Wizard Electro Wizard
Witch Ice Wizard Electro Wizard
Lightning Fireball The Log
Fireball The Log Ice Wizard Electro Wizard
Lightning Electro Wizard Fireball Witch Ice Wizard
Lightning Fireball The Log Electro Wizard
Witch Ice Wizard
Ice Wizard Electro Wizard
Witch Ice Wizard Electro Wizard Fireball The Log
Fireball Witch Ice Wizard Electro Wizard
Fireball Witch Lightning The Log Ice Wizard Electro Wizard
Fireball Witch The Log Electro Wizard
Electro Wizard
Fireball Lightning The Log Electro Wizard
Fireball Witch Electro Wizard
Fireball Witch The Log Ice Wizard Electro Wizard
Witch The Log Fireball Ice Wizard Electro Wizard
Electro Wizard
Fireball Witch The Log Electro Wizard

Counters to secondary win conditions

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

Fireball Witch Electro Wizard
Fireball Electro Wizard Lightning The Log
Witch Lightning The Log Electro Wizard
Lightning Fireball The Log Electro Wizard
Witch
Fireball Witch Ice Wizard Electro Wizard
Fireball Witch Lightning Ice Wizard Electro Wizard
Lightning Electro Wizard Fireball Witch The Log
Witch
Witch
Lightning Fireball The Log Electro Wizard
Lightning Fireball Witch
Fireball Witch
Witch Electro Wizard Fireball Lightning The Log
Fireball Witch The Log Ice Wizard 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.)

Fireball Lightning The Log
Fireball The Log Ice Wizard Electro Wizard
Lightning Fireball The Log
Lightning Fireball The Log
Fireball The Log
Fireball Witch Ice Wizard
Witch The Log
Fireball The Log Lightning Ice Wizard
Fireball The Log Lightning
Lightning Fireball Electro Wizard
Lightning Fireball The Log Electro Wizard
Fireball Lightning
Lightning Fireball The Log
Lightning Fireball
Lightning Fireball The Log
Lightning Fireball Witch The Log
Lightning Fireball The Log
Lightning Fireball
Lightning
Lightning Fireball The Log Electro Wizard
Lightning Fireball Witch The Log
Lightning Fireball The Log
Lightning Fireball
Lightning The Log
Lightning Fireball The Log
The Log Fireball Witch Ice Wizard
Witch
Fireball The Log Witch Lightning Ice Wizard Electro Wizard
Fireball Lightning Witch The Log
Fireball Lightning The Log
Lightning Fireball Witch Ice Wizard Electro Wizard
Lightning Electro Wizard Fireball Witch
Lightning Fireball
Lightning Fireball The Log
Lightning Fireball Electro Wizard
Fireball Lightning The Log
Lightning Electro Wizard Fireball Witch
Fireball Lightning Witch Ice Wizard Electro Wizard
The Log Fireball
Fireball Lightning Electro Wizard
The Log Fireball Lightning
Lightning Fireball
Fireball Witch Lightning The Log Electro Wizard
Fireball Witch Lightning Electro Wizard
Lightning Fireball Witch The Log Electro Wizard

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