My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Minions Wizard Witch Inferno Dragon

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.

Royal Giant Wizard Witch Inferno Dragon Lumberjack Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant Lumberjack 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.

Barbarians Royal Giant Lumberjack 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.

Lumberjack

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
Minions Royal Giant Inferno Dragon
Giant Snowball
Minions Barbarians Witch Inferno Dragon Lumberjack
Zap
Minions Royal Giant Witch Inferno Dragon
Barbarian Barrel
Barbarians Wizard Witch Lumberjack
The Log
Barbarians Royal Giant Witch Lumberjack
Earthquake
Barbarians Witch
Arrows
Minions Witch
Royal Delivery
Minions Barbarians Wizard Witch Inferno Dragon Lumberjack
Fireball
Minions Barbarians Wizard Witch Inferno Dragon Lumberjack
Poison
Minions Barbarians Wizard Witch
Lightning
Wizard Witch Inferno Dragon Lumberjack
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 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.

Inferno Dragon Mega 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.

Royal Giant

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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Minions Inferno Dragon Lumberjack Barbarians Wizard Witch Royal Giant Mega Knight

Shortest cycle

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

16 Minions Inferno Dragon Lumberjack Barbarians

Attack Synergies 3 10

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.

Minions
Royal Giant Mega Knight Inferno Dragon Lumberjack
Barbarians
Royal Giant
Minions Wizard Witch Lumberjack
Wizard
Royal Giant Lumberjack Mega Knight
Witch
Royal Giant Lumberjack Mega Knight
Inferno Dragon
Mega Knight Minions
Lumberjack
Minions Royal Giant Wizard Witch Mega Knight
Mega Knight
Minions Inferno Dragon Wizard Witch Lumberjack

Defense Synergies 0 7

Minions
Lumberjack Mega Knight
Barbarians
Royal Giant
Wizard
Lumberjack Mega Knight
Witch
Lumberjack Mega Knight
Inferno Dragon
Mega Knight
Lumberjack
Minions Wizard Witch
Mega Knight
Minions Wizard Witch Inferno Dragon

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.

Minions Wizard
Barbarians Inferno Dragon Lumberjack Minions Witch Mega Knight
Barbarians Witch Lumberjack Mega Knight Minions Inferno Dragon
Barbarians Witch Inferno Dragon Lumberjack Minions Mega Knight
Barbarians Lumberjack Mega Knight
Minions Lumberjack Mega Knight
Minions Inferno Dragon Wizard Witch
Barbarians Mega Knight
Barbarians Witch Inferno Dragon Minions Lumberjack
Barbarians Lumberjack Mega Knight
Minions Barbarians Witch Wizard Lumberjack Mega Knight
Minions Inferno Dragon Wizard Witch
Barbarians Lumberjack Mega Knight Minions Wizard Witch
Wizard Mega Knight Minions Barbarians Witch Lumberjack
Barbarians Inferno Dragon Lumberjack Mega Knight
Barbarians Inferno Dragon Lumberjack Mega Knight
Barbarians Wizard Mega Knight Minions Witch Lumberjack
Mega Knight Minions Barbarians Wizard Witch Lumberjack
Wizard Witch Minions Barbarians Inferno Dragon Lumberjack Mega Knight
Barbarians Inferno Dragon Lumberjack
Wizard Mega Knight Minions Barbarians Witch Lumberjack
Inferno Dragon Lumberjack

Counters to secondary win conditions

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

Barbarians Lumberjack Mega Knight Witch
Wizard Inferno Dragon Lumberjack Mega Knight
Barbarians Lumberjack Mega Knight Minions Witch
Lumberjack Mega Knight Barbarians
Barbarians Witch Inferno Dragon Lumberjack Mega Knight
Wizard Minions Witch
Minions Barbarians Witch Lumberjack
Mega Knight Barbarians Inferno Dragon Lumberjack
Mega Knight Minions Barbarians Witch Inferno Dragon
Witch Barbarians Inferno Dragon
Inferno Dragon Mega Knight Minions Barbarians Witch Lumberjack
Mega Knight Barbarians
Barbarians Mega Knight Wizard Witch Lumberjack
Wizard Barbarians Witch Mega Knight
Barbarians Witch Minions Inferno Dragon Lumberjack
Minions Mega Knight Barbarians Wizard Witch Inferno Dragon

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.)

Barbarians
Wizard Mega Knight
Wizard Minions Witch
Wizard Witch
Wizard
Wizard
Minions Lumberjack
Wizard
Wizard
Minions
Wizard Witch
Wizard Mega Knight
Minions
Wizard Mega Knight
Wizard Witch Mega Knight
Minions Mega Knight
Wizard
Barbarians
Wizard Witch Mega Knight
Witch Inferno Dragon
Wizard Witch
Wizard Witch Mega Knight
Wizard Witch
Minions Wizard Witch
Wizard Mega Knight
Mega Knight
Wizard
Minions Barbarians Witch
Wizard Witch
Wizard Lumberjack Mega Knight
Wizard
Mega Knight
Minions Witch
Witch
Witch Mega Knight
Inferno Dragon
Wizard Mega Knight

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