My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

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.

Skeletons Witch Electro Wizard Lumberjack Mega Knight Monk

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Lumberjack Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

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.

Goblin Barrel Electro Wizard Lumberjack Monk

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
Skeletons Goblin Barrel
Giant Snowball
Skeletons Goblin Barrel Witch Lumberjack
Zap
Skeletons Goblin Barrel Witch
Barbarian Barrel
Skeletons Goblin Barrel Witch Electro Wizard Lumberjack
The Log
Skeletons Goblin Barrel Witch Lumberjack
Earthquake
Skeletons Goblin Barrel Witch
Arrows
Skeletons Goblin Barrel Witch
Royal Delivery
Skeletons Goblin Barrel Witch Electro Wizard Lumberjack
Fireball
Goblin Barrel Witch Electro Wizard Lumberjack
Poison
Witch Electro Wizard
Lightning
Witch Electro Wizard Lumberjack Monk
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

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

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.

Goblin Barrel

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 Barrel 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.

Skeletons The Log Goblin Barrel Electro Wizard Lumberjack Witch Monk Mega Knight

Shortest cycle

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

10 Skeletons The Log Goblin Barrel Electro Wizard

Attack Synergies 0 9

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.

Skeletons
Goblin Barrel
Lumberjack Mega Knight
Witch
Lumberjack Mega Knight
The Log
Lumberjack Mega Knight
Electro Wizard
Lumberjack Mega Knight
Lumberjack
Goblin Barrel Witch The Log Electro Wizard Mega Knight
Mega Knight
Goblin Barrel Witch The Log Electro Wizard Lumberjack
Monk

Defense Synergies 0 14

Skeletons
Witch The Log Electro Wizard Lumberjack Monk
Goblin Barrel
Witch
Skeletons The Log Electro Wizard Lumberjack Mega Knight
The Log
Skeletons Witch Electro Wizard Lumberjack Mega Knight
Electro Wizard
Skeletons Witch The Log Lumberjack Mega Knight
Lumberjack
Skeletons Witch The Log Electro Wizard
Mega Knight
Witch The Log Electro Wizard
Monk
Skeletons

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.

The Log Electro Wizard
Lumberjack Skeletons Witch The Log Electro Wizard Mega Knight Monk
Witch Lumberjack Mega Knight Skeletons Electro Wizard
Witch Lumberjack Skeletons Electro Wizard Mega Knight Monk
The Log Lumberjack Mega Knight Monk
The Log Skeletons Electro Wizard Lumberjack Mega Knight
Electro Wizard Witch
The Log Electro Wizard Mega Knight Monk
Witch Skeletons Lumberjack
Skeletons Electro Wizard Lumberjack Mega Knight
Witch Electro Wizard Skeletons The Log Lumberjack Mega Knight
Witch Electro Wizard
Lumberjack Mega Knight Skeletons Witch The Log Electro Wizard
Mega Knight Witch The Log Electro Wizard Lumberjack
Electro Wizard Lumberjack Mega Knight
Monk The Log Electro Wizard Lumberjack Mega Knight
Mega Knight Skeletons Witch Electro Wizard Lumberjack
Mega Knight Witch The Log Electro Wizard Lumberjack
Witch The Log Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack
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.

Lumberjack Mega Knight Skeletons Witch Electro Wizard
Electro Wizard The Log Lumberjack Mega Knight Monk
Lumberjack Mega Knight Skeletons Witch The Log Electro Wizard
Lumberjack Mega Knight The Log Electro Wizard Monk
Skeletons Witch Lumberjack Mega Knight
Skeletons Witch Electro Wizard Monk
Skeletons Witch Electro Wizard Lumberjack
Mega Knight Lumberjack
Electro Wizard Mega Knight Skeletons Witch The Log Monk
Witch Skeletons
Mega Knight Witch Lumberjack
Mega Knight Monk The Log Electro Wizard
Mega Knight Skeletons Witch Lumberjack
Witch Mega Knight
Witch Electro Wizard Skeletons The Log Lumberjack Monk
Mega Knight Witch The Log Electro Wizard
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 Monk
Monk The Log Electro Wizard
The Log
The Log
The Log Mega Knight
Witch Monk
Witch The Log
The Log
The Log Monk
Electro Wizard Lumberjack
Monk The Log Electro Wizard
Monk
The Log
Monk
The Log
Witch The Log
The Log Mega Knight
Monk
The Log Electro Wizard Mega Knight Monk
Witch The Log Mega Knight Monk
The Log Mega Knight Monk
The Log Monk
The Log Monk
The Log Witch Mega Knight
Witch
The Log Witch Electro Wizard Monk
Witch The Log Mega Knight Monk
The Log
Witch Electro Wizard
Electro Wizard Witch
The Log Mega Knight
Electro Wizard Monk
Mega Knight
The Log Monk
Electro Wizard Witch
Witch Electro Wizard Monk
The Log
Electro Wizard Lumberjack Mega Knight
The Log
Monk
Mega Knight
Witch The Log Electro Wizard
Witch Electro Wizard
Witch The Log Electro Wizard Mega Knight Monk
Mega Knight Monk

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