My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 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!
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 Mother 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.

Wizard Witch Giant Skeleton Inferno Dragon Mother Witch

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

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 Giant Skeleton

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.

Giant Skeleton

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
Clone Giant Skeleton Inferno Dragon
Giant Snowball
Barbarians Clone Witch Inferno Dragon
Zap
Clone Witch Inferno Dragon
Barbarian Barrel
Barbarians Wizard Clone Witch Giant Skeleton
The Log
Barbarians Clone Witch Giant Skeleton
Earthquake
Barbarians Clone Witch
Arrows
Clone Witch
Royal Delivery
Barbarians Wizard Clone Witch Giant Skeleton Inferno Dragon Mother Witch
Fireball
Barbarians Wizard Clone Witch Inferno Dragon Mother Witch
Poison
Barbarians Wizard Clone Witch Mother Witch
Lightning
Wizard Witch Inferno Dragon Mother Witch
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

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.

Clone Giant Skeleton Inferno Dragon Mother Witch

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 Clone Inferno Dragon Mother Witch Barbarians Wizard Witch Giant Skeleton

Shortest cycle

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

13 The Log Clone Inferno Dragon Mother Witch

Attack Synergies 1 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
Wizard
Giant Skeleton
Clone
Giant Skeleton Witch Inferno Dragon
Witch
Clone Giant Skeleton
Giant Skeleton
Clone Wizard Witch The Log Mother Witch
The Log
Giant Skeleton
Inferno Dragon
Clone
Mother Witch
Giant Skeleton

Defense Synergies 0 8

Barbarians
Wizard
Giant Skeleton The Log
Clone
Witch
Giant Skeleton The Log
Giant Skeleton
Wizard Witch The Log Mother Witch
The Log
Wizard Witch Giant Skeleton Inferno Dragon Mother Witch
Inferno Dragon
The Log
Mother Witch
Giant Skeleton The Log

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
Barbarians Witch Giant Skeleton Inferno Dragon
Barbarians Witch Inferno Dragon
Barbarians Giant Skeleton The Log
The Log Mother Witch
Inferno Dragon Wizard Witch
Barbarians Giant Skeleton The Log
Barbarians Witch Inferno Dragon
Barbarians Giant Skeleton
Barbarians Witch Mother Witch Wizard Giant Skeleton The Log
Inferno Dragon Wizard Witch
Barbarians Wizard Witch Giant Skeleton The Log
Wizard Barbarians Witch The Log
Barbarians Inferno Dragon
Barbarians The Log Inferno Dragon
Barbarians Wizard Witch
Barbarians Wizard Witch The Log
Wizard Witch The Log Barbarians Giant Skeleton Inferno Dragon Mother Witch
Barbarians Inferno Dragon
Wizard Barbarians Witch Giant Skeleton The Log Mother Witch
Inferno Dragon

Counters to secondary win conditions

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

Barbarians Witch Giant Skeleton
Wizard The Log Inferno Dragon
Barbarians Giant Skeleton Witch The Log
Giant Skeleton Barbarians The Log
Barbarians Giant Skeleton Witch Inferno Dragon
Wizard Mother Witch Witch
Barbarians Witch Giant Skeleton
Giant Skeleton Barbarians Inferno Dragon
Giant Skeleton Barbarians Witch The Log Inferno Dragon
Witch Barbarians Inferno Dragon
Inferno Dragon Barbarians Witch Giant Skeleton
Barbarians Giant Skeleton The Log
Barbarians Giant Skeleton Wizard Witch
Wizard Barbarians Witch
Barbarians Witch Giant Skeleton The Log Inferno Dragon
Barbarians Wizard Witch Giant Skeleton The Log Inferno Dragon Mother Witch

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.)

Giant Skeleton The Log
The Log
Giant Skeleton The Log
Barbarians Giant Skeleton The Log
Wizard The Log
Wizard Mother Witch 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
Wizard The Log
Wizard Witch The Log Mother Witch
Giant Skeleton The Log
Wizard
The Log
Barbarians The Log
The Log Mother Witch Wizard Witch
Witch Inferno Dragon
The Log Wizard Witch
Wizard Witch The Log
The Log
Wizard Witch Mother Witch
Wizard Witch
Wizard The Log
Giant Skeleton
Wizard The Log
Barbarians Witch
Wizard Witch
The Log
Wizard
The Log Wizard
Giant Skeleton
Witch Giant Skeleton The Log
Witch
Witch Giant Skeleton The Log
Inferno Dragon
Wizard

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