My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. 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 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!
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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Wizard Witch 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.

Wizard Witch Golem Lumberjack Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

Missing

Punishments

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

Lumberjack

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.

Golem Lumberjack

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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Clone Golem Night Witch

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Guards Clone Lumberjack Night Witch Wizard Witch Golem

Shortest cycle

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

10 Mirror Guards Clone Lumberjack

Attack Synergies 3 12

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.

Wizard
Golem Lumberjack
Mirror
Lumberjack Night Witch
Guards
Clone Lumberjack
Clone
Golem Night Witch Guards Witch Lumberjack
Witch
Clone Golem Lumberjack
Golem
Clone Night Witch Wizard Witch Lumberjack
Lumberjack
Wizard Mirror Guards Clone Witch Golem Night Witch
Night Witch
Clone Golem Mirror Lumberjack

Defense Synergies 0 7

Wizard
Guards Lumberjack
Mirror
Lumberjack Night Witch
Guards
Wizard Witch Lumberjack
Clone
Witch
Guards Lumberjack
Golem
Lumberjack
Wizard Mirror Guards Witch
Night Witch
Mirror

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.

Wizard
Lumberjack Witch Night Witch
Witch Lumberjack Night Witch
Witch Lumberjack Night Witch Guards
Lumberjack
Guards Lumberjack Night Witch
Wizard Witch Night Witch
Witch Lumberjack Night Witch
Guards Lumberjack Night Witch
Guards Witch Wizard Lumberjack Night Witch
Wizard Witch Night Witch
Lumberjack Night Witch Wizard Guards Witch
Wizard Guards Witch Lumberjack Night Witch
Lumberjack
Lumberjack
Wizard Witch Lumberjack Night Witch
Wizard Guards Witch Lumberjack Night Witch
Wizard Witch Guards Lumberjack
Lumberjack
Wizard Guards Witch Lumberjack Night Witch

Counters to secondary win conditions

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

Guards Lumberjack Witch
Wizard Lumberjack
Guards Lumberjack Witch
Guards Lumberjack Night Witch
Guards Witch Lumberjack Night Witch
Wizard Witch
Guards Witch Lumberjack Night Witch
Lumberjack
Witch
Witch Guards
Guards Witch Lumberjack
Guards
Wizard Guards Witch Lumberjack Night Witch
Wizard Witch
Guards Witch Lumberjack Night Witch
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.)

Guards
Guards
Wizard
Wizard Witch
Wizard Witch
Wizard
Wizard
Guards Lumberjack Night Witch
Wizard
Wizard
Wizard Witch
Wizard
Night Witch
Wizard
Wizard Witch
Night Witch
Wizard
Wizard Witch
Witch
Wizard Witch
Wizard Witch
Wizard Witch Night Witch
Wizard Guards Witch
Night Witch
Wizard Night Witch
Wizard
Guards Witch Night Witch
Wizard Witch
Wizard Lumberjack
Wizard
Guards Witch
Witch
Witch

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