My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Inferno Tower Witch Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Elixir Golem Witch Electro Wizard Mega Knight Skeleton King

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem 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.

Goblins Elixir Golem Mega Knight Skeleton King

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
Elixir Golem Skeleton King
Giant Snowball
Goblins Witch Skeleton King
Zap
Goblins Inferno Tower Witch Skeleton King
Barbarian Barrel
Goblins Elixir Golem Inferno Tower Witch Electro Wizard Skeleton King
The Log
Goblins Elixir Golem Witch Skeleton King
Earthquake
Elixir Golem Inferno Tower Witch Skeleton King
Arrows
Goblins Witch Skeleton King
Royal Delivery
Goblins Elixir Golem Witch Electro Wizard Skeleton King
Fireball
Elixir Golem Inferno Tower Witch Electro Wizard Skeleton King
Poison
Elixir Golem Inferno Tower Witch Electro Wizard Skeleton King
Lightning
Inferno Tower Witch Electro Wizard Skeleton King
Rocket
Inferno Tower Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

The Log Mega Knight Skeleton King

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.

Elixir Golem Inferno Tower 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.

Goblins 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.

Goblins The Log Elixir Golem Electro Wizard Skeleton King Inferno Tower Witch Mega Knight

Shortest cycle

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

11 Goblins The Log Elixir Golem Electro Wizard

Attack Synergies 0 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.

Goblins
Elixir Golem
Witch The Log
Inferno Tower
Witch
Elixir Golem Mega Knight Skeleton King
The Log
Elixir Golem Mega Knight
Electro Wizard
Mega Knight
Mega Knight
Witch The Log Electro Wizard
Skeleton King
Witch

Defense Synergies 2 11

Goblins
Inferno Tower The Log Electro Wizard
Elixir Golem
Inferno Tower
The Log Electro Wizard Goblins Mega Knight Skeleton King
Witch
The Log Electro Wizard Mega Knight
The Log
Inferno Tower Goblins Witch Electro Wizard Mega Knight
Electro Wizard
Inferno Tower Goblins Witch The Log Mega Knight
Mega Knight
Inferno Tower Witch The Log Electro Wizard
Skeleton King
Inferno Tower

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.

Inferno Tower The Log Electro Wizard
Inferno Tower Goblins Witch The Log Electro Wizard Mega Knight
Inferno Tower Witch Mega Knight Goblins Electro Wizard
Inferno Tower Witch Goblins Electro Wizard Mega Knight Skeleton King
The Log Mega Knight
The Log Goblins Electro Wizard Mega Knight
Inferno Tower Electro Wizard Witch
Inferno Tower The Log Electro Wizard Mega Knight
Inferno Tower Witch Goblins Skeleton King
Goblins Inferno Tower Electro Wizard Mega Knight
Goblins Witch Electro Wizard The Log Mega Knight Skeleton King
Inferno Tower Witch Electro Wizard
Inferno Tower Mega Knight Witch The Log Electro Wizard
Mega Knight Goblins Witch The Log Electro Wizard Skeleton King
Inferno Tower Electro Wizard Mega Knight Skeleton King
Inferno Tower The Log Electro Wizard Mega Knight
Mega Knight Goblins Inferno Tower Witch Electro Wizard
Mega Knight Goblins Witch The Log Electro Wizard
Witch The Log Electro Wizard Mega Knight
Inferno Tower Electro Wizard
Mega Knight Goblins Witch The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Goblins Inferno Tower Witch Electro Wizard
Electro Wizard The Log Mega Knight
Mega Knight Goblins Inferno Tower Witch The Log Electro Wizard
Mega Knight Inferno Tower The Log Electro Wizard
Inferno Tower Witch Mega Knight
Witch Electro Wizard
Goblins Inferno Tower Witch Electro Wizard
Inferno Tower Mega Knight
Electro Wizard Mega Knight Goblins Inferno Tower Witch The Log
Inferno Tower Witch
Mega Knight Inferno Tower Witch
Mega Knight The Log Electro Wizard
Mega Knight Inferno Tower Witch Skeleton King
Witch Mega Knight
Inferno Tower Witch Electro Wizard Goblins The Log Skeleton King
Mega Knight Inferno Tower Witch The Log Electro Wizard Skeleton King
Inferno Tower 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.)

The Log
The Log Electro Wizard
The Log
The Log
The Log Mega Knight
Witch
Witch The Log
The Log
The Log
Goblins Electro Wizard
The Log Electro Wizard
The Log
The Log
Witch The Log
The Log Mega Knight
The Log Electro Wizard Mega Knight
Witch The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Witch Mega Knight
Witch
The Log Witch Electro Wizard
Witch The Log Mega Knight
The Log
Witch Electro Wizard
Electro Wizard Witch
The Log Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Witch
Witch Electro Wizard
The Log
Electro Wizard Mega Knight
The Log Skeleton King
Mega Knight
Witch The Log Electro Wizard Skeleton King
Witch Electro Wizard
Witch The Log Electro Wizard Mega Knight
Mega Knight

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