My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
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 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!
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.

Archers 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.

Bomber Archers Knight Witch Electro Wizard Mega Knight Goblinstein

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.

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.

Knight 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 Wizard

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 Archers
Giant Snowball
Bomber Archers Witch
Zap
Bomber Archers Witch
Barbarian Barrel
Bomber Archers Knight Witch Electro Wizard
The Log
Bomber Archers Witch
Earthquake
Bomber Archers Witch
Arrows
Bomber Archers Witch
Royal Delivery
Bomber Archers Knight Witch Electro Wizard
Fireball
Bomber Archers Witch Electro Wizard
Poison
Bomber Archers Witch Electro Wizard
Lightning
Knight Witch Electro Wizard Goblinstein
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.

Bomber 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.

Knight 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.

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.

Bomber The Log Archers Knight Electro Wizard Witch Goblinstein Mega Knight

Shortest cycle

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

10 Bomber The Log Archers Knight

Attack Synergies 1 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.

Bomber
Knight Mega Knight
Archers
Knight Mega Knight
Knight
Archers Bomber Witch The Log Electro Wizard
Witch
Knight Mega Knight
The Log
Knight Mega Knight
Electro Wizard
Knight Mega Knight
Mega Knight
Bomber Archers Witch The Log Electro Wizard
Goblinstein

Defense Synergies 3 14

Bomber
Knight The Log Electro Wizard
Archers
Knight Witch The Log Electro Wizard Mega Knight
Knight
Bomber Archers Electro Wizard Witch The Log
Witch
Archers Knight The Log Electro Wizard Mega Knight
The Log
Bomber Archers Knight Witch Electro Wizard Mega Knight
Electro Wizard
Knight Bomber Archers Witch The Log Mega Knight
Mega Knight
Archers Witch The Log Electro Wizard
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.

Bomber Knight The Log Electro Wizard
Knight Witch The Log Electro Wizard Mega Knight
Witch Mega Knight Bomber Archers Knight Electro Wizard
Witch Knight Electro Wizard Mega Knight
Bomber The Log Mega Knight
The Log Bomber Archers Electro Wizard Mega Knight
Electro Wizard Archers Witch
The Log Electro Wizard Mega Knight
Witch
Knight Bomber Archers Electro Wizard Mega Knight
Archers Witch Electro Wizard Bomber Knight The Log Mega Knight
Archers Witch Electro Wizard
Mega Knight Bomber Knight Witch The Log Electro Wizard
Bomber Mega Knight Witch The Log Electro Wizard
Knight Electro Wizard Mega Knight
The Log Electro Wizard Mega Knight
Mega Knight Bomber Knight Witch Electro Wizard
Mega Knight Bomber Archers Knight Witch The Log Electro Wizard
Witch The Log Bomber Archers Knight Electro Wizard Mega Knight
Electro Wizard
Bomber Mega Knight Archers Knight Witch The Log Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Archers Witch Electro Wizard
Electro Wizard Bomber Archers Knight The Log Mega Knight
Mega Knight Knight Witch The Log Electro Wizard
Mega Knight Knight The Log Electro Wizard
Knight Witch Mega Knight
Archers Witch Electro Wizard
Archers Knight Witch Electro Wizard
Mega Knight Knight
Electro Wizard Mega Knight Knight Witch The Log
Witch
Mega Knight Knight Witch
Mega Knight The Log Electro Wizard
Mega Knight Knight Witch
Bomber Archers Witch Mega Knight
Witch Electro Wizard Bomber Archers Knight The Log
Mega Knight Bomber Archers Witch The Log Electro Wizard
Bomber 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.)

Knight The Log
The Log Electro Wizard
The Log
Knight The Log
Bomber The Log Mega Knight
Witch
Bomber Archers Witch The Log
The Log
The Log
Electro Wizard
Knight The Log Electro Wizard
Archers
Knight The Log
The Log
Bomber Witch The Log
The Log Mega Knight
Bomber
Bomber Archers The Log Electro Wizard Mega Knight
Bomber Witch The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Bomber Witch Mega Knight
Witch
The Log Witch Electro Wizard
Witch The Log Mega Knight
The Log
Archers Witch Electro Wizard
Electro Wizard Witch
Bomber The Log Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Archers Witch
Archers Witch Electro Wizard
The Log
Knight Electro Wizard Mega Knight
The Log Bomber
Mega Knight
Witch The Log Electro Wizard
Witch Electro Wizard
Witch The Log Electro Wizard Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: