My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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.

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.

Royal Giant Wizard Witch Giant Skeleton

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 The Log

Punishments

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

Royal Giant

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.

Barbarians Royal Giant Giant Skeleton

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.

Giant Skeleton

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
Minions Royal Giant Giant Skeleton
Giant Snowball
Minions Barbarians Witch
Zap
Minions Royal Giant Witch
Barbarian Barrel
Barbarians Wizard Witch Giant Skeleton
The Log
Barbarians Royal Giant Witch Giant Skeleton
Earthquake
Barbarians Witch
Arrows
Minions Witch
Royal Delivery
Minions Barbarians Wizard Witch Giant Skeleton
Fireball
Minions Barbarians Wizard Witch
Poison
Minions Barbarians Wizard Witch
Lightning
Wizard Witch
Rocket
Barbarians 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 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.

Giant Skeleton

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 Barbarians 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.

Zap The Log Minions Barbarians Wizard Witch Royal Giant Giant Skeleton

Shortest cycle

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

12 Zap The Log Minions Barbarians

Attack Synergies 1 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
Minions Royal Giant Witch Giant Skeleton The Log
Minions
Royal Giant Zap Giant Skeleton
Barbarians
Royal Giant
Minions Zap Wizard Witch Giant Skeleton The Log
Wizard
Royal Giant Giant Skeleton
Witch
Zap Royal Giant Giant Skeleton
Giant Skeleton
Zap Minions Royal Giant Wizard Witch The Log
The Log
Zap Royal Giant Giant Skeleton

Defense Synergies 0 12

Zap
Minions Barbarians Witch Giant Skeleton The Log
Minions
Zap Giant Skeleton The Log
Barbarians
Zap
Royal Giant
Wizard
Giant Skeleton The Log
Witch
Zap Giant Skeleton The Log
Giant Skeleton
Zap Minions Wizard Witch The Log
The Log
Zap Minions Wizard Witch Giant Skeleton

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 The Log
Barbarians Zap Minions Witch The Log
Barbarians Witch Minions Giant Skeleton
Barbarians Witch Minions
Barbarians Giant Skeleton The Log
The Log Zap Minions
Minions Zap Wizard Witch
Zap Barbarians Giant Skeleton The Log
Barbarians Witch Minions
Barbarians Giant Skeleton
Minions Barbarians Witch Zap Wizard Giant Skeleton The Log
Minions Zap Wizard Witch
Barbarians Zap Minions Wizard Witch Giant Skeleton The Log
Wizard Zap Minions Barbarians Witch The Log
Barbarians
Barbarians Zap The Log
Barbarians Wizard Minions Witch
Zap Minions Barbarians Wizard Witch The Log
Zap Wizard Witch The Log Minions Barbarians Giant Skeleton
Barbarians
Wizard Minions Barbarians Witch Giant Skeleton The Log

Counters to secondary win conditions

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

Barbarians Zap Witch Giant Skeleton
Zap Wizard The Log
Barbarians Giant Skeleton Zap Minions Witch The Log
Giant Skeleton Zap Barbarians The Log
Barbarians Giant Skeleton Witch
Wizard Zap Minions Witch
Minions Barbarians Witch Giant Skeleton
Giant Skeleton Barbarians
Zap Giant Skeleton Minions Barbarians Witch The Log
Witch Barbarians
Minions Barbarians Witch Giant Skeleton
Zap Barbarians Giant Skeleton The Log
Barbarians Giant Skeleton Wizard Witch
Wizard Barbarians Witch
Barbarians Witch Zap Minions Giant Skeleton The Log
Minions Zap Barbarians Wizard Witch Giant Skeleton The Log

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.)

Giant Skeleton The Log
Zap The Log
Giant Skeleton The Log
Barbarians Giant Skeleton The Log
Wizard Zap The Log
Wizard Zap Minions Witch
Wizard Witch The Log
The Log Zap Wizard
The Log Zap Wizard
Minions
Zap Wizard The Log
Zap Wizard
The Log
Minions
Zap The Log
Zap Wizard Witch The Log
Wizard The Log
Minions
Zap Wizard The Log
Zap Wizard Witch The Log
Minions Giant Skeleton The Log
Wizard
The Log
Zap Barbarians The Log
Zap The Log Wizard Witch
Witch
The Log Zap Wizard Witch
Zap Wizard Witch The Log
Zap The Log
Zap Wizard Witch
Zap Minions Wizard Witch
Zap Wizard The Log
Zap
Giant Skeleton
Wizard The Log
Zap Minions Barbarians Witch
Zap Wizard Witch
The Log
Wizard
The Log Zap Wizard
Zap Giant Skeleton
Zap Minions Witch Giant Skeleton The Log
Zap Witch
Zap Witch Giant Skeleton The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: