My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Dragon Night 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.

Bomber Electro Dragon Golem Lumberjack Night Witch Mega Knight

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.

Arrows Tornado

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Lumberjack 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.

Golem 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.

Electro Dragon Golem Lumberjack

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
Bomber Night Witch
Giant Snowball
Bomber Electro Dragon Lumberjack Night Witch
Zap
Bomber Night Witch
Barbarian Barrel
Bomber Lumberjack Night Witch
The Log
Bomber Lumberjack
Earthquake
Bomber
Arrows
Bomber Night Witch
Royal Delivery
Bomber Electro Dragon Lumberjack Night Witch
Fireball
Bomber Electro Dragon Lumberjack Night Witch
Poison
Bomber Electro Dragon Night Witch
Lightning
Electro Dragon Lumberjack Night Witch
Rocket
Electro Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Tornado Electro Dragon 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.

Arrows Tornado Golem Night Witch Mega Knight

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.

Bomber Arrows Tornado Lumberjack Night Witch Electro Dragon Mega Knight Golem

Shortest cycle

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

12 Bomber Arrows Tornado Lumberjack

Attack Synergies 4 14

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.

Bomber
Golem Lumberjack Mega Knight
Arrows
Golem Lumberjack Night Witch Mega Knight
Tornado
Electro Dragon Golem Night Witch Mega Knight
Electro Dragon
Golem Tornado Mega Knight
Golem
Bomber Arrows Electro Dragon Night Witch Tornado Lumberjack
Lumberjack
Bomber Arrows Golem Night Witch Mega Knight
Night Witch
Golem Arrows Tornado Lumberjack Mega Knight
Mega Knight
Bomber Arrows Tornado Electro Dragon Lumberjack Night Witch

Defense Synergies 1 7

Bomber
Tornado
Arrows
Mega Knight Tornado Lumberjack
Tornado
Bomber Arrows Electro Dragon Mega Knight
Electro Dragon
Tornado Lumberjack
Golem
Lumberjack
Arrows Electro Dragon
Night Witch
Mega Knight
Mega Knight
Arrows Tornado Night Witch

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.

Bomber Electro Dragon
Lumberjack Electro Dragon Night Witch Mega Knight
Tornado Lumberjack Mega Knight Bomber Electro Dragon Night Witch
Lumberjack Night Witch Electro Dragon Mega Knight
Bomber Arrows Tornado Lumberjack Mega Knight
Arrows Tornado Bomber Electro Dragon Lumberjack Night Witch Mega Knight
Tornado Arrows Electro Dragon Night Witch
Arrows Electro Dragon Mega Knight
Tornado Lumberjack Night Witch
Tornado Bomber Lumberjack Night Witch Mega Knight
Bomber Arrows Tornado Electro Dragon Lumberjack Night Witch Mega Knight
Arrows Tornado Electro Dragon Night Witch
Lumberjack Night Witch Mega Knight Bomber Electro Dragon
Bomber Mega Knight Arrows Tornado Electro Dragon Lumberjack Night Witch
Lumberjack Mega Knight
Tornado Lumberjack Mega Knight
Mega Knight Bomber Arrows Tornado Electro Dragon Lumberjack Night Witch
Arrows Mega Knight Bomber Tornado Electro Dragon Lumberjack Night Witch
Arrows Tornado Bomber Electro Dragon Lumberjack Mega Knight
Tornado Lumberjack
Bomber Mega Knight Arrows Electro Dragon Lumberjack Night Witch

Counters to secondary win conditions

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

Lumberjack Mega Knight
Bomber Arrows Electro Dragon Lumberjack Mega Knight
Lumberjack Mega Knight Electro Dragon
Lumberjack Mega Knight Tornado Night Witch
Lumberjack Night Witch Mega Knight
Arrows Tornado Electro Dragon
Lumberjack Night Witch
Mega Knight Lumberjack
Electro Dragon Mega Knight Tornado
Mega Knight Electro Dragon Lumberjack
Mega Knight Arrows Tornado
Mega Knight Lumberjack Night Witch
Bomber Electro Dragon Mega Knight
Electro Dragon Bomber Tornado Lumberjack Night Witch
Arrows Mega Knight Bomber Electro Dragon
Bomber Arrows

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.)

Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Bomber Arrows Mega Knight
Arrows Tornado Electro Dragon
Bomber Arrows Tornado
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Tornado Electro Dragon Lumberjack Night Witch
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Bomber Arrows Electro Dragon
Arrows Electro Dragon Mega Knight
Arrows Tornado
Bomber Night Witch
Bomber Arrows Electro Dragon Mega Knight
Bomber Arrows Tornado Electro Dragon Mega Knight
Night Witch Mega Knight
Arrows Tornado
Tornado
Arrows Electro Dragon
Arrows Tornado Bomber Electro Dragon Mega Knight
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon Mega Knight
Arrows Tornado
Arrows Tornado Electro Dragon Night Witch
Electro Dragon
Night Witch
Bomber Arrows Electro Dragon Night Witch Mega Knight
Arrows Electro Dragon
Mega Knight
Arrows
Electro Dragon Night Witch
Arrows Tornado Electro Dragon
Arrows
Electro Dragon Lumberjack Mega Knight
Arrows Bomber Electro Dragon
Arrows Tornado
Electro Dragon Mega Knight
Electro Dragon Tornado
Tornado Electro Dragon
Electro Dragon Tornado Mega Knight
Electro Dragon Mega Knight

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