My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Electro Wizard Mother 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.

Skeletons Balloon Electro Wizard Lumberjack Mother Witch Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap

Punishments

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

Goblin Gang Balloon 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.

Goblin Gang Balloon 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.

Balloon 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
Skeletons Goblin Gang Balloon
Giant Snowball
Skeletons Goblin Gang Balloon Lumberjack
Zap
Skeletons Goblin Gang Balloon
Barbarian Barrel
Skeletons Goblin Gang Electro Wizard Lumberjack
The Log
Skeletons Goblin Gang Lumberjack
Earthquake
Skeletons Goblin Gang
Arrows
Skeletons Goblin Gang
Royal Delivery
Skeletons Goblin Gang Balloon Electro Wizard Lumberjack Mother Witch
Fireball
Goblin Gang Balloon Electro Wizard Lumberjack Mother Witch
Poison
Goblin Gang Balloon Electro Wizard Mother Witch
Lightning
Balloon Electro Wizard Lumberjack Mother Witch
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Mother Witch 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.

Goblin Gang 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.

Skeletons Zap Goblin Gang Electro Wizard Lumberjack Mother Witch Balloon Mega Knight

Shortest cycle

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

10 Skeletons Zap Goblin Gang Electro Wizard

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.

Skeletons
Zap
Balloon Electro Wizard Lumberjack Mother Witch Mega Knight
Goblin Gang
Balloon
Balloon
Zap Lumberjack Goblin Gang Electro Wizard Mega Knight
Electro Wizard
Zap Balloon Lumberjack Mega Knight
Lumberjack
Balloon Zap Electro Wizard Mega Knight
Mother Witch
Zap Mega Knight
Mega Knight
Zap Balloon Electro Wizard Lumberjack Mother Witch

Defense Synergies 2 12

Skeletons
Zap Electro Wizard Lumberjack
Zap
Electro Wizard Mega Knight Skeletons Goblin Gang Lumberjack Mother Witch
Goblin Gang
Zap Electro Wizard Lumberjack
Balloon
Electro Wizard
Zap Skeletons Goblin Gang Lumberjack Mega Knight
Lumberjack
Skeletons Zap Goblin Gang Electro Wizard Mother Witch
Mother Witch
Zap Lumberjack Mega Knight
Mega Knight
Zap Electro Wizard Mother Witch

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.

Zap Electro Wizard
Lumberjack Skeletons Zap Goblin Gang Electro Wizard Mega Knight
Goblin Gang Lumberjack Mega Knight Skeletons Electro Wizard
Lumberjack Skeletons Goblin Gang Electro Wizard Mega Knight
Lumberjack Mega Knight
Goblin Gang Skeletons Zap Electro Wizard Lumberjack Mother Witch Mega Knight
Electro Wizard Zap Goblin Gang
Zap Electro Wizard Mega Knight
Skeletons Goblin Gang Lumberjack
Goblin Gang Skeletons Electro Wizard Lumberjack Mega Knight
Goblin Gang Electro Wizard Mother Witch Skeletons Zap Lumberjack Mega Knight
Zap Goblin Gang Electro Wizard
Lumberjack Mega Knight Skeletons Zap Goblin Gang Electro Wizard
Mega Knight Zap Goblin Gang Electro Wizard Lumberjack
Goblin Gang Electro Wizard Lumberjack Mega Knight
Zap Goblin Gang Electro Wizard Lumberjack Mega Knight
Mega Knight Skeletons Goblin Gang Electro Wizard Lumberjack
Mega Knight Zap Goblin Gang Electro Wizard Lumberjack
Zap Electro Wizard Lumberjack Mother Witch Mega Knight
Electro Wizard Lumberjack
Goblin Gang Mega Knight Electro Wizard Lumberjack Mother Witch

Counters to secondary win conditions

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

Goblin Gang Lumberjack Mega Knight Skeletons Zap Electro Wizard
Electro Wizard Zap Goblin Gang Lumberjack Mega Knight
Goblin Gang Lumberjack Mega Knight Skeletons Zap Electro Wizard
Goblin Gang Lumberjack Mega Knight Zap Electro Wizard
Skeletons Goblin Gang Lumberjack Mega Knight
Mother Witch Skeletons Zap Goblin Gang Electro Wizard
Goblin Gang Skeletons Electro Wizard Lumberjack
Mega Knight Lumberjack
Zap Electro Wizard Mega Knight Skeletons
Skeletons Goblin Gang
Mega Knight Lumberjack
Mega Knight Zap Electro Wizard
Mega Knight Skeletons Goblin Gang Lumberjack
Mega Knight
Goblin Gang Electro Wizard Skeletons Zap Lumberjack
Mega Knight Zap Electro Wizard Mother Witch
Zap 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.)

Zap Electro Wizard
Zap Mega Knight
Mother Witch Zap
Zap
Zap
Goblin Gang Electro Wizard Lumberjack
Zap Electro Wizard
Zap
Zap
Zap
Mega Knight
Zap Electro Wizard Mega Knight
Zap Mother Witch Mega Knight
Mega Knight
Zap
Zap Mother Witch Mega Knight
Zap Electro Wizard
Zap Mega Knight
Zap
Zap Electro Wizard Mother Witch
Zap Electro Wizard
Zap Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Goblin Gang
Zap Electro Wizard
Goblin Gang Electro Wizard Lumberjack Mega Knight
Zap
Zap
Mega Knight
Zap Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight
Mega Knight

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