My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Mediocre

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.

Goblin Gang Flying Machine 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.

Flying Machine Giant Wizard Witch Mega Knight

Offensive cards

Win conditions

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

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.

Goblin Gang Giant 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.

Goblin Gang Flying Machine Giant Mega Knight

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
Goblin Gang Giant
Giant Snowball
Goblin Gang Flying Machine Witch
Zap
Goblin Gang Flying Machine Witch
Barbarian Barrel
Goblin Gang Wizard Witch
The Log
Goblin Gang Witch
Earthquake
Goblin Gang Witch
Arrows
Goblin Gang Flying Machine Witch
Royal Delivery
Goblin Gang Flying Machine Wizard Witch
Fireball
Goblin Gang Flying Machine Wizard Witch
Poison
Goblin Gang Flying Machine Wizard Witch
Lightning
Wizard Witch
Rocket
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 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.

Mega Knight

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.

Goblin Gang 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Goblin Gang Flying Machine Giant Wizard Witch Mega Knight

Shortest cycle

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

11 Zap The Log Goblin Gang Flying Machine

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
Giant Flying Machine Witch The Log Mega Knight
Goblin Gang
Giant
Flying Machine
Zap Giant Mega Knight
Giant
Zap Goblin Gang Flying Machine Wizard Witch The Log
Wizard
Giant Mega Knight
Witch
Zap Giant Mega Knight
The Log
Zap Giant Mega Knight
Mega Knight
Zap Flying Machine Wizard Witch The Log

Defense Synergies 1 13

Zap
Mega Knight Goblin Gang Flying Machine Witch The Log
Goblin Gang
Zap Flying Machine The Log
Flying Machine
Zap Goblin Gang The Log Mega Knight
Giant
Wizard
The Log Mega Knight
Witch
Zap The Log Mega Knight
The Log
Zap Goblin Gang Flying Machine Wizard Witch Mega Knight
Mega Knight
Zap Flying Machine Wizard 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.

Zap Flying Machine Wizard The Log
Zap Goblin Gang Flying Machine Witch The Log Mega Knight
Goblin Gang Witch Mega Knight
Witch Goblin Gang Mega Knight
The Log Mega Knight
Goblin Gang The Log Zap Flying Machine Mega Knight
Zap Goblin Gang Flying Machine Wizard Witch
Zap Flying Machine The Log Mega Knight
Witch Goblin Gang
Goblin Gang Mega Knight
Goblin Gang Witch Zap Flying Machine Wizard The Log Mega Knight
Zap Goblin Gang Flying Machine Wizard Witch
Mega Knight Zap Goblin Gang Flying Machine Wizard Witch The Log
Wizard Mega Knight Zap Goblin Gang Witch The Log
Goblin Gang Mega Knight
Zap Goblin Gang The Log Mega Knight
Wizard Mega Knight Goblin Gang Witch
Mega Knight Zap Goblin Gang Flying Machine Wizard Witch The Log
Zap Wizard Witch The Log Flying Machine Mega Knight
Goblin Gang Wizard Mega Knight Flying Machine Witch The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Witch
Zap Goblin Gang Flying Machine Wizard The Log Mega Knight
Goblin Gang Mega Knight Zap Witch The Log
Goblin Gang Mega Knight Zap The Log
Goblin Gang Witch Mega Knight
Wizard Zap Goblin Gang Flying Machine Witch
Goblin Gang Flying Machine Witch
Mega Knight
Zap Mega Knight Flying Machine Witch The Log
Witch Goblin Gang
Mega Knight Flying Machine Witch
Mega Knight Zap The Log
Mega Knight Goblin Gang Wizard Witch
Wizard Flying Machine Witch Mega Knight
Goblin Gang Witch Zap Flying Machine The Log
Mega Knight Zap Flying Machine Wizard Witch 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.)

Flying Machine The Log
Zap Flying Machine The Log
Flying Machine The Log
Flying Machine The Log
Wizard Zap The Log Mega Knight
Wizard Zap Flying Machine Witch
Flying Machine Wizard Witch The Log
The Log Zap Flying Machine Wizard
The Log Zap Flying Machine Wizard
Goblin Gang
Zap Flying Machine Wizard The Log
Zap Flying Machine Wizard
Flying Machine The Log
Flying Machine
Zap Flying Machine The Log
Zap Flying Machine Wizard Witch The Log
Flying Machine Wizard The Log Mega Knight
Zap Flying Machine Wizard The Log Mega Knight
Zap Flying Machine Wizard Witch The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Zap Flying Machine The Log
Zap The Log Wizard Witch Mega Knight
Witch
The Log Zap Flying Machine Wizard Witch
Zap Flying Machine Wizard Witch The Log Mega Knight
Zap The Log
Zap Flying Machine Wizard Witch
Zap Flying Machine Wizard Witch
Zap Wizard The Log Mega Knight
Zap
Mega Knight
Wizard The Log
Zap Goblin Gang Flying Machine Witch
Zap Flying Machine Wizard Witch
The Log
Goblin Gang Flying Machine Wizard Mega Knight
The Log Zap Flying Machine Wizard
Zap
Flying Machine Mega Knight
Zap Goblin Gang Flying Machine Witch The Log
Zap Flying Machine Witch
Zap Flying Machine Witch The Log Mega Knight

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