My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 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.

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.

Elixir Golem Wizard Witch Mega Knight Goblinstein

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem 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.

Barbarians Elixir Golem 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
Elixir Golem Skeleton Army
Giant Snowball
Barbarians Skeleton Army Witch
Zap
Skeleton Army Witch
Barbarian Barrel
Barbarians Elixir Golem Wizard Skeleton Army Witch
The Log
Barbarians Elixir Golem Skeleton Army Witch
Earthquake
Barbarians Elixir Golem Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Barbarians Elixir Golem Wizard Skeleton Army Witch
Fireball
Barbarians Elixir Golem Wizard Skeleton Army Witch
Poison
Barbarians Elixir Golem Wizard Skeleton Army Witch
Lightning
Wizard Witch Goblinstein
Rocket
Barbarians 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

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.

Elixir Golem Skeleton Army 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.

Barbarians 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Elixir Golem Skeleton Army Barbarians Wizard Witch Goblinstein Mega Knight

Shortest cycle

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

13 The Log Elixir Golem Skeleton Army Barbarians

Attack Synergies 0 6

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.

Barbarians
Elixir Golem
Wizard Witch The Log
Wizard
Elixir Golem Mega Knight
Skeleton Army
Witch
Elixir Golem Mega Knight
The Log
Elixir Golem Mega Knight
Mega Knight
Wizard Witch The Log
Goblinstein

Defense Synergies 0 8

Barbarians
Skeleton Army
Elixir Golem
Wizard
Skeleton Army The Log Mega Knight
Skeleton Army
Barbarians Wizard The Log
Witch
The Log Mega Knight
The Log
Wizard Skeleton Army Witch Mega Knight
Mega Knight
Wizard Witch The Log
Goblinstein

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
Barbarians Skeleton Army Witch The Log Mega Knight
Barbarians Skeleton Army Witch Mega Knight
Barbarians Skeleton Army Witch Mega Knight
Barbarians Skeleton Army The Log Mega Knight
Skeleton Army The Log Mega Knight
Wizard Witch
Barbarians The Log Mega Knight
Barbarians Witch Skeleton Army
Skeleton Army Barbarians Mega Knight
Barbarians Skeleton Army Witch Wizard The Log Mega Knight
Wizard Witch
Barbarians Skeleton Army Mega Knight Wizard Witch The Log
Wizard Skeleton Army Mega Knight Barbarians Witch The Log
Barbarians Skeleton Army Mega Knight
Barbarians Skeleton Army The Log Mega Knight
Barbarians Wizard Mega Knight Skeleton Army Witch
Mega Knight Barbarians Wizard Skeleton Army Witch The Log
Wizard Witch The Log Barbarians Mega Knight
Barbarians
Wizard Skeleton Army Mega Knight Barbarians Witch The Log

Counters to secondary win conditions

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

Barbarians Skeleton Army Mega Knight Witch
Wizard The Log Mega Knight
Barbarians Skeleton Army Mega Knight Witch The Log
Skeleton Army Mega Knight Barbarians The Log
Barbarians Skeleton Army Witch Mega Knight
Wizard Witch
Skeleton Army Barbarians Witch
Mega Knight Barbarians Skeleton Army
Mega Knight Barbarians Skeleton Army Witch The Log
Witch Barbarians Skeleton Army
Mega Knight Barbarians Witch
Skeleton Army Mega Knight Barbarians The Log
Barbarians Skeleton Army Mega Knight Wizard Witch
Wizard Barbarians Skeleton Army Witch Mega Knight
Barbarians Skeleton Army Witch The Log
Mega Knight Barbarians 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.)

The Log
The Log
The Log
Barbarians The Log
Wizard The Log Mega Knight
Wizard Witch
Wizard Witch The Log
The Log Wizard
The Log Wizard
Wizard The Log
Wizard
The Log
The Log
Wizard Witch The Log
Wizard The Log Mega Knight
Wizard The Log Mega Knight
Wizard Witch The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Barbarians The Log
The Log Wizard Witch Mega Knight
Witch
The Log Wizard Witch
Wizard Witch The Log Mega Knight
The Log
Wizard Witch
Wizard Witch
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Barbarians Skeleton Army Witch
Wizard Witch
The Log
Wizard Mega Knight
The Log Wizard
Mega Knight
Witch The Log
Witch
Witch The Log Mega Knight
Wizard Mega Knight

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