My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Wizard Witch Ice Wizard 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.

Wizard Witch Ice Wizard Bandit Electro Wizard Lumberjack Mega Knight

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.

Missing

Punishments

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

Bandit 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.

Bandit 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.

Bandit Electro Wizard 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 Bandit
Giant Snowball
Minions Witch Lumberjack
Zap
Minions Witch Bandit
Barbarian Barrel
Wizard Witch Ice Wizard Bandit Electro Wizard Lumberjack
The Log
Witch Bandit Lumberjack
Earthquake
Witch
Arrows
Minions Witch
Royal Delivery
Minions Wizard Witch Ice Wizard Bandit Electro Wizard Lumberjack
Fireball
Minions Wizard Witch Ice Wizard Bandit Electro Wizard Lumberjack
Poison
Minions Wizard Witch Ice Wizard Electro Wizard
Lightning
Wizard Witch Ice Wizard Bandit Electro Wizard Lumberjack
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Ice Wizard Mega Knight

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.

Ice Wizard 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.

Minions Wizard Witch Ice Wizard 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.

Minions Ice Wizard Bandit Electro Wizard Lumberjack Wizard Witch Mega Knight

Shortest cycle

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

13 Minions Ice Wizard Bandit Electro Wizard

Attack Synergies 1 16

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
Mega Knight Bandit Lumberjack
Wizard
Bandit Lumberjack Mega Knight
Witch
Bandit Lumberjack Mega Knight
Ice Wizard
Bandit Lumberjack
Bandit
Minions Wizard Witch Ice Wizard Electro Wizard Lumberjack Mega Knight
Electro Wizard
Bandit Lumberjack Mega Knight
Lumberjack
Minions Wizard Witch Ice Wizard Bandit Electro Wizard Mega Knight
Mega Knight
Minions Wizard Witch Bandit Electro Wizard Lumberjack

Defense Synergies 0 23

Minions
Ice Wizard Bandit Electro Wizard Lumberjack Mega Knight
Wizard
Ice Wizard Bandit Electro Wizard Lumberjack Mega Knight
Witch
Ice Wizard Bandit Electro Wizard Lumberjack Mega Knight
Ice Wizard
Minions Wizard Witch Bandit Lumberjack Mega Knight
Bandit
Minions Wizard Witch Ice Wizard Electro Wizard Lumberjack Mega Knight
Electro Wizard
Minions Wizard Witch Bandit Lumberjack Mega Knight
Lumberjack
Minions Wizard Witch Ice Wizard Bandit Electro Wizard
Mega Knight
Minions Wizard Witch Ice Wizard Bandit Electro 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.

Minions Wizard Electro Wizard
Lumberjack Minions Witch Ice Wizard Bandit Electro Wizard Mega Knight
Witch Lumberjack Mega Knight Minions Ice Wizard Bandit Electro Wizard
Witch Lumberjack Minions Ice Wizard Bandit Electro Wizard Mega Knight
Lumberjack Mega Knight
Minions Ice Wizard Bandit Electro Wizard Lumberjack Mega Knight
Minions Electro Wizard Wizard Witch Ice Wizard
Bandit Electro Wizard Mega Knight
Witch Minions Ice Wizard Lumberjack
Ice Wizard Bandit Electro Wizard Lumberjack Mega Knight
Minions Witch Ice Wizard Electro Wizard Wizard Bandit Lumberjack Mega Knight
Minions Wizard Witch Ice Wizard Electro Wizard
Lumberjack Mega Knight Minions Wizard Witch Ice Wizard Bandit Electro Wizard
Wizard Mega Knight Minions Witch Electro Wizard Lumberjack
Bandit Electro Wizard Lumberjack Mega Knight
Bandit Electro Wizard Lumberjack Mega Knight
Wizard Mega Knight Minions Witch Electro Wizard Lumberjack
Mega Knight Minions Wizard Witch Ice Wizard Bandit Electro Wizard Lumberjack
Wizard Witch Minions Ice Wizard Bandit Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack
Wizard Mega Knight Minions Witch Bandit Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Witch Bandit Electro Wizard
Bandit Electro Wizard Wizard Lumberjack Mega Knight
Bandit Lumberjack Mega Knight Minions Witch Electro Wizard
Lumberjack Mega Knight Bandit Electro Wizard
Witch Bandit Lumberjack Mega Knight
Wizard Minions Witch Ice Wizard Electro Wizard
Minions Witch Ice Wizard Bandit Electro Wizard Lumberjack
Mega Knight Lumberjack
Electro Wizard Mega Knight Minions Witch Bandit
Witch
Mega Knight Minions Witch Lumberjack
Mega Knight Electro Wizard
Mega Knight Wizard Witch Bandit Lumberjack
Wizard Witch Mega Knight
Witch Electro Wizard Minions Lumberjack
Minions Mega Knight Wizard Witch Ice Wizard Electro Wizard
Ice Wizard 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.)

Bandit
Ice Wizard Bandit Electro Wizard
Bandit
Wizard Mega Knight
Wizard Minions Witch Ice Wizard
Wizard Witch
Wizard Ice Wizard
Wizard Bandit
Minions Electro Wizard Lumberjack
Wizard Bandit Electro Wizard
Wizard
Bandit
Minions Bandit
Wizard Witch Bandit
Wizard Bandit Mega Knight
Minions
Wizard Bandit Electro Wizard Mega Knight
Wizard Witch Mega Knight
Minions Mega Knight
Wizard
Wizard Witch Ice Wizard Mega Knight
Witch
Wizard Witch Ice Wizard Bandit Electro Wizard
Wizard Witch Bandit Mega Knight
Bandit
Wizard Witch Ice Wizard Electro Wizard
Electro Wizard Minions Wizard Witch
Wizard Bandit Mega Knight
Electro Wizard
Mega Knight
Wizard
Electro Wizard Minions Witch Bandit
Wizard Witch Ice Wizard Electro Wizard
Wizard Electro Wizard Lumberjack Mega Knight
Wizard
Mega Knight
Minions Witch Electro Wizard
Witch Electro Wizard
Witch Bandit Electro Wizard Mega Knight
Wizard Mega Knight

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