My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 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.

Wizard Witch Royal Ghost Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Missing

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.

Royal Ghost 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 Royal Ghost 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.

Royal Ghost

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
Guards Inferno Dragon
Giant Snowball
Barbarians Guards Witch Inferno Dragon
Zap
Guards Witch Inferno Dragon
Barbarian Barrel
Barbarians Wizard Guards Witch Royal Ghost
The Log
Barbarians Guards Witch
Earthquake
Barbarians Guards Witch
Arrows
Guards Witch
Royal Delivery
Barbarians Wizard Guards Witch Royal Ghost Inferno Dragon
Fireball
Barbarians Wizard Witch Inferno Dragon
Poison
Barbarians Wizard Guards Witch
Lightning
Wizard Witch Inferno Dragon
Rocket
Barbarians Wizard Witch Inferno Dragon

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 Royal Ghost 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.

Guards Royal Ghost Inferno Dragon 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.

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 Guards Royal Ghost Inferno Dragon Barbarians Wizard Witch Mega Knight

Shortest cycle

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

12 The Log Guards Royal Ghost Inferno Dragon

Attack Synergies 1 7

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
Wizard
Royal Ghost Mega Knight
Guards
The Log
Witch
Royal Ghost Mega Knight
The Log
Guards Mega Knight
Royal Ghost
Wizard Witch Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Wizard Witch The Log Royal Ghost

Defense Synergies 0 14

Barbarians
Wizard
Guards The Log Royal Ghost Mega Knight
Guards
Wizard Witch The Log
Witch
Guards The Log Royal Ghost Mega Knight
The Log
Wizard Guards Witch Royal Ghost Inferno Dragon Mega Knight
Royal Ghost
Wizard Witch The Log Mega Knight
Inferno Dragon
The Log Mega Knight
Mega Knight
Wizard Witch The Log Royal Ghost Inferno Dragon

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 Inferno Dragon Witch The Log Mega Knight
Barbarians Witch Mega Knight Inferno Dragon
Barbarians Witch Inferno Dragon Guards Mega Knight
Barbarians The Log Mega Knight
The Log Guards Royal Ghost Mega Knight
Inferno Dragon Wizard Witch
Barbarians The Log Mega Knight
Barbarians Witch Inferno Dragon
Guards Barbarians Royal Ghost Mega Knight
Barbarians Guards Witch Wizard The Log Royal Ghost Mega Knight
Inferno Dragon Wizard Witch
Barbarians Mega Knight Wizard Guards Witch The Log
Wizard Mega Knight Barbarians Guards Witch The Log Royal Ghost
Barbarians Inferno Dragon Mega Knight
Barbarians The Log Inferno Dragon Mega Knight
Barbarians Wizard Mega Knight Witch
Mega Knight Barbarians Wizard Guards Witch The Log Royal Ghost
Wizard Witch The Log Barbarians Guards Royal Ghost Inferno Dragon Mega Knight
Barbarians Inferno Dragon
Wizard Royal Ghost Mega Knight Barbarians Guards Witch The Log
Inferno Dragon

Counters to secondary win conditions

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

Barbarians Guards Mega Knight Witch Royal Ghost
Wizard The Log Royal Ghost Inferno Dragon Mega Knight
Barbarians Guards Mega Knight Witch The Log
Guards Mega Knight Barbarians The Log
Barbarians Guards Witch Inferno Dragon Mega Knight
Wizard Witch
Guards Barbarians Witch
Mega Knight Barbarians Inferno Dragon
Mega Knight Barbarians Witch The Log Inferno Dragon
Witch Barbarians Guards Inferno Dragon
Inferno Dragon Mega Knight Barbarians Guards Witch
Mega Knight Barbarians Guards The Log
Barbarians Mega Knight Wizard Guards Witch
Wizard Barbarians Witch Mega Knight
Barbarians Guards Witch The Log Inferno Dragon
Mega Knight Barbarians Wizard Witch The Log Royal Ghost 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.)

Guards The Log Royal Ghost
The Log Royal Ghost
The Log
Barbarians Guards The Log
Wizard The Log Mega Knight
Wizard Witch
Wizard Witch The Log
The Log Wizard
The Log Wizard
Guards
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 Inferno Dragon
The Log Wizard Witch Royal Ghost
Wizard Witch The Log Mega Knight
The Log
Wizard Witch
Wizard Guards Witch
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Barbarians Guards Witch
Wizard Witch
The Log
Wizard Mega Knight
The Log Wizard
Mega Knight
Guards Witch The Log
Witch
Witch The Log Royal Ghost Mega Knight
Inferno Dragon
Wizard Mega Knight

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