My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Magic Archer

Deck tips

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

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Spear Goblins Witch Electro Wizard Inferno Dragon

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.

Spear Goblins Knight Witch Golem Electro Wizard Inferno Dragon

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.

Zap The Log

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.

Spear Goblins Knight Golem

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 Electro Wizard

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
Spear Goblins Inferno Dragon
Giant Snowball
Spear Goblins Witch Inferno Dragon
Zap
Spear Goblins Witch Inferno Dragon
Barbarian Barrel
Spear Goblins Knight Witch Electro Wizard
The Log
Spear Goblins Witch
Earthquake
Spear Goblins Witch
Arrows
Spear Goblins Witch
Royal Delivery
Spear Goblins Knight Witch Electro Wizard Inferno Dragon
Fireball
Witch Electro Wizard Inferno Dragon
Poison
Spear Goblins Witch Electro Wizard
Lightning
Knight Witch Electro Wizard Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Spear Goblins Knight Golem Inferno Dragon

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.

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.

Spear Goblins Zap The Log Knight Electro Wizard Inferno Dragon Witch Golem

Shortest cycle

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

9 Spear Goblins Zap The Log Knight

Attack Synergies 2 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.

Spear Goblins
Knight Zap Golem Inferno Dragon
Zap
Electro Wizard Spear Goblins Knight Witch Golem The Log
Knight
Spear Goblins Zap Witch The Log Electro Wizard
Witch
Zap Knight Golem
Golem
Spear Goblins Zap Witch The Log Electro Wizard
The Log
Zap Knight Golem
Electro Wizard
Zap Knight Golem
Inferno Dragon
Spear Goblins

Defense Synergies 3 15

Spear Goblins
Knight Zap The Log Electro Wizard Inferno Dragon
Zap
Electro Wizard Spear Goblins Knight Witch The Log Inferno Dragon
Knight
Spear Goblins Electro Wizard Zap Witch The Log
Witch
Zap Knight The Log Electro Wizard
Golem
The Log
Spear Goblins Zap Knight Witch Electro Wizard Inferno Dragon
Electro Wizard
Zap Knight Spear Goblins Witch The Log Inferno Dragon
Inferno Dragon
Spear Goblins Zap 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.

Spear Goblins Zap Knight The Log Electro Wizard
Inferno Dragon Zap Knight Witch The Log Electro Wizard
Witch Knight Electro Wizard Inferno Dragon
Witch Inferno Dragon Knight Electro Wizard
The Log
The Log Spear Goblins Zap Electro Wizard
Electro Wizard Inferno Dragon Spear Goblins Zap Witch
Zap The Log Electro Wizard
Witch Inferno Dragon
Knight Spear Goblins Electro Wizard
Witch Electro Wizard Spear Goblins Zap Knight The Log
Inferno Dragon Spear Goblins Zap Witch Electro Wizard
Zap Knight Witch The Log Electro Wizard
Zap Witch The Log Electro Wizard
Inferno Dragon Knight Electro Wizard
Zap The Log Electro Wizard Inferno Dragon
Knight Witch Electro Wizard
Spear Goblins Zap Knight Witch The Log Electro Wizard
Zap Witch The Log Spear Goblins Knight Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Spear Goblins Knight Witch The Log Electro Wizard

Counters to secondary win conditions

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

Knight Spear Goblins Zap Witch Electro Wizard
Electro Wizard Zap Knight The Log Inferno Dragon
Spear Goblins Zap Knight Witch The Log Electro Wizard
Zap Knight The Log Electro Wizard
Knight Witch Inferno Dragon
Zap Witch Electro Wizard
Spear Goblins Knight Witch Electro Wizard
Knight Inferno Dragon
Zap Electro Wizard Spear Goblins Knight Witch The Log Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Knight Witch
Zap The Log Electro Wizard
Knight Witch
Witch
Witch Electro Wizard Spear Goblins Zap Knight The Log Inferno Dragon
Zap Witch The Log Electro Wizard Inferno Dragon

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.)

Knight The Log
Zap The Log Electro Wizard
The Log
Knight The Log
Zap The Log
Spear Goblins Zap Witch
Witch The Log
The Log Zap
The Log Zap
Electro Wizard
Zap Knight The Log Electro Wizard
Zap
Knight The Log
Zap The Log
Spear Goblins Zap Witch The Log
The Log
Zap The Log Electro Wizard
Zap Witch The Log
The Log
The Log
Zap The Log
Zap The Log Witch
Witch Inferno Dragon
The Log Zap Witch Electro Wizard
Zap Witch The Log
Zap The Log
Zap Witch Electro Wizard
Zap Electro Wizard Witch
Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard Spear Goblins Witch
Zap Witch Electro Wizard
The Log
Knight Electro Wizard
The Log Zap
Zap
Zap Witch The Log Electro Wizard
Zap Witch Electro Wizard
Zap Witch The Log Electro Wizard

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