My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro Wizard

Defensive buildings

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

Tombstone

Investments

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

Tombstone Witch Bandit Electro Wizard Sparky 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.

Rage The Log

Punishments

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

Bandit 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 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

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
Bandit Sparky
Giant Snowball
Tombstone Witch
Zap
Tombstone Witch Bandit Sparky
Barbarian Barrel
Tombstone Witch Bandit Electro Wizard Sparky
The Log
Tombstone Witch Bandit Sparky
Earthquake
Tombstone Witch
Arrows
Tombstone Witch
Royal Delivery
Witch Bandit Electro Wizard Sparky
Fireball
Tombstone Witch Bandit Electro Wizard Sparky
Poison
Tombstone Witch Electro Wizard Sparky
Lightning
Tombstone Witch Bandit Electro Wizard Sparky
Rocket
Witch Sparky

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 Sparky 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.

Tombstone Rage Sparky 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.

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.

Rage The Log Tombstone Bandit Electro Wizard Witch Sparky Mega Knight

Shortest cycle

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

10 Rage The Log Tombstone Bandit

Attack Synergies 2 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.

Tombstone
Rage
Witch Sparky Electro Wizard
Witch
Rage Bandit Mega Knight
The Log
Bandit Sparky Mega Knight
Bandit
Witch The Log Electro Wizard Mega Knight
Electro Wizard
Rage Bandit Sparky Mega Knight
Sparky
Rage The Log Electro Wizard
Mega Knight
Witch The Log Bandit Electro Wizard

Defense Synergies 0 13

Tombstone
Electro Wizard Sparky
Rage
Witch
The Log Bandit Electro Wizard Mega Knight
The Log
Witch Bandit Electro Wizard Sparky Mega Knight
Bandit
Witch The Log Electro Wizard Mega Knight
Electro Wizard
Tombstone Witch The Log Bandit Mega Knight
Sparky
Tombstone The Log
Mega Knight
Witch The Log 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.

Tombstone The Log Electro Wizard Sparky
Sparky Tombstone Witch The Log Bandit Electro Wizard Mega Knight
Witch Sparky Mega Knight Tombstone Bandit Electro Wizard
Witch Sparky Tombstone Bandit Electro Wizard Mega Knight
Tombstone The Log Sparky Mega Knight
The Log Bandit Electro Wizard Mega Knight
Electro Wizard Tombstone Witch
The Log Bandit Electro Wizard Sparky Mega Knight
Witch Sparky Tombstone
Bandit Electro Wizard Sparky Mega Knight
Witch Electro Wizard Tombstone The Log Bandit Mega Knight
Witch Electro Wizard
Tombstone Sparky Mega Knight Witch The Log Bandit Electro Wizard
Sparky Mega Knight Tombstone Witch The Log Electro Wizard
Sparky Tombstone Bandit Electro Wizard Mega Knight
The Log Bandit Electro Wizard Sparky Mega Knight
Sparky Mega Knight Tombstone Witch Electro Wizard
Tombstone Mega Knight Witch The Log Bandit Electro Wizard
Witch The Log Tombstone Bandit Electro Wizard Mega Knight
Sparky Electro Wizard
Mega Knight Witch The Log Bandit Electro Wizard Sparky
Tombstone Sparky

Counters to secondary win conditions

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

Mega Knight Tombstone Witch Bandit Electro Wizard Sparky
Bandit Electro Wizard The Log Mega Knight
Tombstone Bandit Mega Knight Witch The Log Electro Wizard Sparky
Mega Knight The Log Bandit Electro Wizard Sparky
Tombstone Witch Bandit Sparky Mega Knight
Witch Electro Wizard
Sparky Tombstone Witch Bandit Electro Wizard
Mega Knight Sparky
Electro Wizard Mega Knight Tombstone Witch The Log Bandit Sparky
Witch Tombstone Sparky
Mega Knight Tombstone Witch Sparky
Mega Knight The Log Electro Wizard
Mega Knight Tombstone Witch Bandit Sparky
Witch Sparky Mega Knight
Tombstone Witch Electro Wizard Sparky The Log
Mega Knight Witch The Log Electro Wizard Sparky
Tombstone 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 Bandit Sparky
The Log Bandit Electro Wizard
The Log Bandit Sparky
The Log Sparky
The Log Sparky Mega Knight
Witch
Witch The Log Sparky
The Log
The Log Bandit
Electro Wizard Sparky
The Log Bandit Electro Wizard Sparky
The Log Bandit Sparky
Bandit
The Log Sparky
Witch The Log Bandit Sparky
The Log Bandit Sparky Mega Knight
Sparky
Sparky
The Log Bandit Electro Wizard Sparky Mega Knight
Witch The Log Mega Knight
The Log Sparky Mega Knight
The Log Sparky
The Log
The Log Witch Sparky Mega Knight
Witch
The Log Witch Bandit Electro Wizard Sparky
Witch The Log Bandit Sparky Mega Knight
The Log Bandit Sparky
Witch Electro Wizard Sparky
Electro Wizard Witch
Sparky
The Log Bandit Sparky Mega Knight
Electro Wizard Sparky
Sparky Mega Knight
The Log Sparky
Electro Wizard Tombstone Witch Bandit
Witch Electro Wizard
The Log
Electro Wizard Sparky Mega Knight
The Log
Sparky
Sparky Mega Knight
Witch The Log Electro Wizard Sparky
Witch Electro Wizard
Witch The Log Bandit Electro Wizard Sparky Mega Knight
Sparky
Sparky Mega Knight

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