My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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.

Witch Electro Wizard Magic Archer

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.

Knight Witch Electro Wizard Magic Archer Skeleton King

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins Knight Magic Archer 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.

Goblin Barrel Electro Wizard Magic Archer

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
Goblin Barrel Skeleton King
Giant Snowball
Goblins Goblin Barrel Witch Skeleton King
Zap
Goblins Goblin Barrel Witch Skeleton King
Barbarian Barrel
Goblins Knight Goblin Barrel Witch Electro Wizard Magic Archer Skeleton King
The Log
Goblins Goblin Barrel Witch Skeleton King
Earthquake
Goblin Barrel Witch Skeleton King
Arrows
Goblins Goblin Barrel Witch Skeleton King
Royal Delivery
Goblins Knight Goblin Barrel Witch Electro Wizard Magic Archer Skeleton King
Fireball
Goblin Barrel Witch Electro Wizard Magic Archer Skeleton King
Poison
Witch Electro Wizard Magic Archer Skeleton King
Lightning
Knight Witch Electro Wizard Magic Archer Skeleton King
Rocket
Witch Magic Archer Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Magic Archer 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.

Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

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 Goblin Barrel 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 Knight Goblin Barrel Electro Wizard Magic Archer Skeleton King Witch

Shortest cycle

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

10 Goblins The Log Knight Goblin Barrel

Attack Synergies 1 8

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
Knight
Goblin Barrel Witch The Log Electro Wizard Magic Archer
Goblin Barrel
Knight Skeleton King
Witch
Knight Skeleton King
The Log
Knight Magic Archer
Electro Wizard
Knight Magic Archer
Magic Archer
Knight The Log Electro Wizard
Skeleton King
Goblin Barrel Witch

Defense Synergies 2 11

Goblins
Knight The Log Electro Wizard Magic Archer
Knight
Electro Wizard Magic Archer Goblins Witch The Log
Goblin Barrel
Witch
Knight The Log Electro Wizard
The Log
Goblins Knight Witch Electro Wizard Magic Archer
Electro Wizard
Knight Goblins Witch The Log Magic Archer
Magic Archer
Knight Goblins The Log Electro Wizard
Skeleton King

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.

Knight The Log Electro Wizard Magic Archer
Goblins Knight Witch The Log Electro Wizard
Witch Goblins Knight Electro Wizard
Witch Goblins Knight Electro Wizard Skeleton King
The Log
The Log Goblins Electro Wizard Magic Archer
Electro Wizard Witch Magic Archer
The Log Electro Wizard Magic Archer
Witch Goblins Skeleton King
Knight Goblins Electro Wizard
Goblins Witch Electro Wizard Knight The Log Magic Archer Skeleton King
Witch Electro Wizard Magic Archer
Knight Witch The Log Electro Wizard
Goblins Witch The Log Electro Wizard Magic Archer Skeleton King
Knight Electro Wizard Skeleton King
The Log Electro Wizard
Goblins Knight Witch Electro Wizard
Goblins Knight Witch The Log Electro Wizard Magic Archer
Witch The Log Knight Electro Wizard Magic Archer
Electro Wizard
Goblins 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 Goblins Witch Electro Wizard
Electro Wizard Knight The Log Magic Archer
Goblins Knight Witch The Log Electro Wizard
Knight The Log Electro Wizard
Knight Witch
Witch Electro Wizard Magic Archer
Goblins Knight Witch Electro Wizard
Knight
Electro Wizard Goblins Knight Witch The Log Magic Archer
Witch
Knight Witch
The Log Electro Wizard
Knight Witch Skeleton King
Witch Magic Archer
Witch Electro Wizard Goblins Knight The Log Magic Archer Skeleton King
Witch The Log Electro Wizard Magic Archer Skeleton King
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.)

Magic Archer Knight The Log
The Log Electro Wizard Magic Archer
The Log Magic Archer
Knight The Log
The Log Magic Archer
Witch Magic Archer
Witch The Log Magic Archer
The Log Magic Archer
The Log
Goblins Electro Wizard
Knight The Log Electro Wizard Magic Archer
Magic Archer
Knight The Log Magic Archer
Magic Archer
The Log Magic Archer
Witch The Log Magic Archer
Magic Archer The Log
The Log Electro Wizard Magic Archer
Witch The Log Magic Archer
The Log Magic Archer
The Log
The Log
The Log Witch Magic Archer
Witch
The Log Witch Electro Wizard Magic Archer
Witch The Log Magic Archer
The Log Magic Archer
Witch Electro Wizard Magic Archer
Electro Wizard Witch
The Log Magic Archer
Electro Wizard Magic Archer
The Log Magic Archer
Electro Wizard Witch Magic Archer
Witch Electro Wizard Magic Archer
The Log
Knight Electro Wizard Magic Archer
The Log Magic Archer Skeleton King
Witch The Log Electro Wizard Magic Archer Skeleton King
Witch Electro Wizard Magic Archer
Witch The Log Electro Wizard Magic Archer

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