My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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.

Wizard 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.

Wizard Dark Prince Witch Electro Wizard Lumberjack Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

The Log

Punishments

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

Dark Prince 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.

Dark Prince 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.

Dark Prince 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
Skeleton Army Dark Prince
Giant Snowball
Skeleton Army Witch Lumberjack
Zap
Skeleton Army Dark Prince Witch
Barbarian Barrel
Wizard Skeleton Army Dark Prince Witch Electro Wizard Lumberjack
The Log
Skeleton Army Dark Prince Witch Lumberjack
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Wizard Skeleton Army Dark Prince Witch Electro Wizard Lumberjack
Fireball
Wizard Skeleton Army Witch Electro Wizard Lumberjack
Poison
Wizard Skeleton Army Witch Electro Wizard
Lightning
Wizard Dark Prince Witch Electro Wizard Lumberjack
Rocket
Wizard 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 Dark Prince The Log Mega Knight

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.

Skeleton Army Dark Prince 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.

Skeleton Army

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 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 Skeleton Army Dark Prince Electro Wizard Lumberjack Wizard Witch Mega Knight

Shortest cycle

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

13 The Log Skeleton Army Dark Prince Electro Wizard

Attack Synergies 0 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.

Wizard
Dark Prince Lumberjack Mega Knight
Skeleton Army
Dark Prince
Wizard Witch Electro Wizard Lumberjack
Witch
Dark Prince Lumberjack Mega Knight
The Log
Lumberjack Mega Knight
Electro Wizard
Dark Prince Lumberjack Mega Knight
Lumberjack
Wizard Dark Prince Witch The Log Electro Wizard Mega Knight
Mega Knight
Wizard Witch The Log Electro Wizard Lumberjack

Defense Synergies 0 21

Wizard
Skeleton Army Dark Prince The Log Electro Wizard Lumberjack Mega Knight
Skeleton Army
Wizard The Log Electro Wizard Lumberjack
Dark Prince
Wizard Witch The Log Electro Wizard
Witch
Dark Prince The Log Electro Wizard Lumberjack Mega Knight
The Log
Wizard Skeleton Army Dark Prince Witch Electro Wizard Lumberjack Mega Knight
Electro Wizard
Wizard Skeleton Army Dark Prince Witch The Log Lumberjack Mega Knight
Lumberjack
Wizard Skeleton Army Witch The Log Electro Wizard
Mega Knight
Wizard Witch The Log 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.

Wizard The Log Electro Wizard
Skeleton Army Lumberjack Dark Prince Witch The Log Electro Wizard Mega Knight
Skeleton Army Witch Lumberjack Mega Knight Dark Prince Electro Wizard
Skeleton Army Witch Lumberjack Dark Prince Electro Wizard Mega Knight
Skeleton Army Dark Prince The Log Lumberjack Mega Knight
Skeleton Army The Log Dark Prince Electro Wizard Lumberjack Mega Knight
Electro Wizard Wizard Witch
The Log Electro Wizard Mega Knight
Witch Skeleton Army Lumberjack
Skeleton Army Dark Prince Electro Wizard Lumberjack Mega Knight
Skeleton Army Witch Electro Wizard Wizard Dark Prince The Log Lumberjack Mega Knight
Wizard Witch Electro Wizard
Skeleton Army Lumberjack Mega Knight Wizard Dark Prince Witch The Log Electro Wizard
Wizard Skeleton Army Mega Knight Dark Prince Witch The Log Electro Wizard Lumberjack
Skeleton Army Electro Wizard Lumberjack Mega Knight
Skeleton Army The Log Electro Wizard Lumberjack Mega Knight
Wizard Mega Knight Skeleton Army Dark Prince Witch Electro Wizard Lumberjack
Mega Knight Wizard Skeleton Army Dark Prince Witch The Log Electro Wizard Lumberjack
Wizard Witch The Log Dark Prince Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack
Wizard Skeleton Army Dark Prince Mega Knight Witch The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Mega Knight Dark Prince Witch Electro Wizard
Electro Wizard Wizard The Log Lumberjack Mega Knight
Skeleton Army Lumberjack Mega Knight Dark Prince Witch The Log Electro Wizard
Skeleton Army Dark Prince Lumberjack Mega Knight The Log Electro Wizard
Skeleton Army Dark Prince Witch Lumberjack Mega Knight
Wizard Witch Electro Wizard
Skeleton Army Dark Prince Witch Electro Wizard Lumberjack
Mega Knight Skeleton Army Dark Prince Lumberjack
Electro Wizard Mega Knight Skeleton Army Dark Prince Witch The Log
Witch Skeleton Army
Mega Knight Dark Prince Witch Lumberjack
Skeleton Army Mega Knight Dark Prince The Log Electro Wizard
Skeleton Army Dark Prince Mega Knight Wizard Witch Lumberjack
Wizard Skeleton Army Witch Mega Knight
Skeleton Army Witch Electro Wizard Dark Prince The Log Lumberjack
Mega Knight Wizard Dark Prince Witch The Log 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.)

The Log
The Log Electro Wizard
The Log
Dark Prince The Log
Wizard Dark Prince The Log Mega Knight
Wizard Witch
Wizard Witch The Log
The Log Wizard
The Log Wizard
Electro Wizard Lumberjack
Wizard Dark Prince The Log Electro Wizard
Wizard
The Log
The Log
Wizard Witch The Log
Wizard The Log Mega Knight
Wizard Dark Prince The Log Electro Wizard Mega Knight
Wizard Witch The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Dark Prince Witch Mega Knight
Witch
The Log Wizard Witch Electro Wizard
Wizard Witch The Log Mega Knight
The Log
Wizard Witch Electro Wizard
Electro Wizard Wizard Witch
Wizard The Log Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard Skeleton Army Dark Prince Witch
Wizard Witch Electro Wizard
The Log
Wizard Dark Prince Electro Wizard Lumberjack Mega Knight
The Log Wizard
Dark Prince Mega Knight
Witch The Log Electro Wizard
Witch Electro Wizard
Dark Prince Witch The Log Electro Wizard Mega Knight

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