My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Good
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 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!
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!

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 Ice Wizard 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 Ice Wizard Night Witch

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.

Tornado 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.

Golem

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

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

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Tornado Electro Dragon The Log Ice Wizard

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.

Guards Tornado Golem Ice Wizard Night 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.

Ice 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 Guards Tornado Ice Wizard Night Witch Electro Dragon Golem

Shortest cycle

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

10 Bomber The Log Guards Tornado

Attack Synergies 3 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
Golem
Guards
The Log
Tornado
Electro Dragon Golem The Log Ice Wizard Night Witch
Electro Dragon
Golem Tornado Ice Wizard
Golem
Bomber Electro Dragon Night Witch Tornado The Log Ice Wizard
The Log
Guards Tornado Golem
Ice Wizard
Tornado Electro Dragon Golem
Night Witch
Golem Tornado

Defense Synergies 1 13

Bomber
Guards Tornado The Log
Guards
Bomber Electro Dragon The Log Ice Wizard
Tornado
Ice Wizard Bomber Electro Dragon The Log
Electro Dragon
Guards Tornado The Log Ice Wizard
Golem
The Log
Bomber Guards Tornado Electro Dragon Ice Wizard Night Witch
Ice Wizard
Tornado Guards Electro Dragon The Log Night Witch
Night Witch
The Log Ice Wizard

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 The Log
Electro Dragon The Log Ice Wizard Night Witch
Tornado Bomber Electro Dragon Ice Wizard Night Witch
Night Witch Guards Electro Dragon Ice Wizard
Bomber Tornado The Log
Tornado The Log Bomber Guards Electro Dragon Ice Wizard Night Witch
Tornado Electro Dragon Ice Wizard Night Witch
Electro Dragon The Log
Tornado Ice Wizard Night Witch
Guards Tornado Bomber Ice Wizard Night Witch
Guards Ice Wizard Bomber Tornado Electro Dragon The Log Night Witch
Tornado Electro Dragon Ice Wizard Night Witch
Night Witch Bomber Guards Electro Dragon The Log Ice Wizard
Bomber Guards Tornado Electro Dragon The Log Night Witch
Tornado The Log
Bomber Tornado Electro Dragon Night Witch
Bomber Guards Tornado Electro Dragon The Log Ice Wizard Night Witch
Tornado The Log Bomber Guards Electro Dragon Ice Wizard
Tornado
Bomber Guards Electro Dragon The Log Night Witch

Counters to secondary win conditions

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

Guards
Bomber Electro Dragon The Log
Guards Electro Dragon The Log
Guards Tornado The Log Night Witch
Guards Night Witch
Tornado Electro Dragon Ice Wizard
Guards Ice Wizard Night Witch
Electro Dragon Tornado The Log
Guards
Guards Electro Dragon
Guards Tornado The Log
Guards Night Witch
Bomber Electro Dragon
Guards Electro Dragon Bomber Tornado The Log Night Witch
Bomber Electro Dragon The Log Ice Wizard
Bomber Ice 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.)

Guards Electro Dragon The Log
Tornado Electro Dragon The Log Ice Wizard
Electro Dragon The Log
Guards The Log
Bomber The Log
Tornado Electro Dragon Ice Wizard
Bomber Tornado The Log
The Log Tornado Electro Dragon Ice Wizard
The Log Tornado Electro Dragon
Guards Tornado Electro Dragon Night Witch
Tornado Electro Dragon The Log
Tornado Electro Dragon
The Log
Electro Dragon
The Log
Bomber Electro Dragon The Log
Electro Dragon The Log
Tornado
Bomber Night Witch
Bomber Electro Dragon The Log
Bomber Tornado Electro Dragon The Log
The Log Night Witch
Tornado
Tornado The Log
Electro Dragon The Log
Tornado The Log Bomber Electro Dragon Ice Wizard
The Log Tornado Electro Dragon Ice Wizard
Tornado Electro Dragon The Log
Tornado The Log
Tornado Electro Dragon Ice Wizard Night Witch
Electro Dragon Guards
Night Witch
Bomber Electro Dragon The Log Night Witch
Electro Dragon
The Log
Guards Electro Dragon Night Witch
Tornado Electro Dragon Ice Wizard
The Log
Electro Dragon
The Log Bomber Electro Dragon
Tornado
Electro Dragon
Electro Dragon Guards Tornado The Log
Tornado Electro Dragon
Electro Dragon Tornado The Log
Electro Dragon

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