My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
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 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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Witch Golem Bandit Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Golem Graveyard

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.

Bandit Graveyard Mega Knight

Pump responses

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

Graveyard

Dropped at the bridge

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

Golem Bandit 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.

Golem Bandit Electro Wizard Graveyard

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
Bandit Graveyard
Giant Snowball
Witch Graveyard
Zap
Witch Bandit Graveyard
Barbarian Barrel
Wizard Witch Bandit Electro Wizard Graveyard
The Log
Witch Bandit Graveyard
Earthquake
Witch Graveyard
Arrows
Witch Graveyard
Royal Delivery
Wizard Witch Bandit Electro Wizard Graveyard
Fireball
Wizard Witch Bandit Electro Wizard
Poison
Wizard Witch Electro Wizard Graveyard
Lightning
Wizard Witch Bandit Electro Wizard
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 The Log 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.

Golem 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.

Graveyard

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 Bandit Electro Wizard Wizard Witch Graveyard Mega Knight Golem

Shortest cycle

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

14 The Log Bandit Electro Wizard Wizard

Attack Synergies 1 19

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 Bandit Mega Knight
Witch
Golem Bandit Graveyard Mega Knight
Golem
Wizard Witch The Log Bandit Electro Wizard Graveyard
The Log
Golem Bandit Graveyard Mega Knight
Bandit
Wizard Witch Golem The Log Electro Wizard Graveyard Mega Knight
Electro Wizard
Graveyard Golem Bandit Mega Knight
Graveyard
Electro Wizard Witch Golem The Log Bandit Mega Knight
Mega Knight
Wizard Witch The Log Bandit Electro Wizard Graveyard

Defense Synergies 0 14

Wizard
The Log Bandit Electro Wizard Mega Knight
Witch
The Log Bandit Electro Wizard Mega Knight
Golem
The Log
Wizard Witch Bandit Electro Wizard Mega Knight
Bandit
Wizard Witch The Log Electro Wizard Mega Knight
Electro Wizard
Wizard Witch The Log Bandit Mega Knight
Graveyard
Mega Knight
Wizard Witch The Log Bandit 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
Witch The Log Bandit Electro Wizard Mega Knight
Witch Mega Knight Bandit Electro Wizard
Witch Bandit Electro Wizard Mega Knight
The Log Mega Knight
The Log Bandit Electro Wizard Mega Knight
Electro Wizard Wizard Witch
The Log Bandit Electro Wizard Mega Knight
Witch
Bandit Electro Wizard Mega Knight
Witch Electro Wizard Wizard The Log Bandit Mega Knight
Wizard Witch Electro Wizard
Mega Knight Wizard Witch The Log Bandit Electro Wizard
Wizard Mega Knight Witch The Log Electro Wizard
Bandit Electro Wizard Mega Knight
The Log Bandit Electro Wizard Mega Knight
Wizard Mega Knight Witch Electro Wizard
Mega Knight Wizard Witch The Log Bandit Electro Wizard
Wizard Witch The Log Bandit Electro Wizard Mega Knight
Electro Wizard
Wizard Mega Knight Witch The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Witch Bandit Electro Wizard
Bandit Electro Wizard Wizard The Log Mega Knight
Bandit Mega Knight Witch The Log Electro Wizard
Mega Knight The Log Bandit Electro Wizard
Witch Bandit Mega Knight
Wizard Witch Electro Wizard
Witch Bandit Electro Wizard
Mega Knight
Electro Wizard Mega Knight Witch The Log Bandit
Witch
Mega Knight Witch
Mega Knight The Log Electro Wizard
Mega Knight Wizard Witch Bandit
Wizard Witch Mega Knight
Witch Electro Wizard The Log
Mega Knight Wizard 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 Bandit
The Log Bandit Electro Wizard
The Log Bandit
The Log
Wizard The Log Mega Knight
Wizard Witch
Wizard Witch The Log
The Log Wizard
The Log Wizard Bandit
Electro Wizard
Wizard The Log Bandit Electro Wizard
Wizard
The Log Bandit
Bandit
The Log
Wizard Witch The Log Bandit
Wizard The Log Bandit Mega Knight
Wizard The Log Bandit Electro Wizard Mega Knight
Wizard Witch The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Witch Mega Knight
Witch
The Log Wizard Witch Bandit Electro Wizard
Wizard Witch The Log Bandit Mega Knight
The Log Bandit
Wizard Witch Electro Wizard
Electro Wizard Wizard Witch
Wizard The Log Bandit Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard Witch Bandit
Wizard Witch Electro Wizard
The Log
Wizard Electro Wizard Mega Knight
The Log Wizard
Mega Knight
Witch The Log Electro Wizard
Witch Electro Wizard
Witch The Log Bandit Electro Wizard Mega Knight

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