My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Minion Horde Baby Dragon Night 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.

Royal Giant Elixir Golem Baby Dragon Electro Giant Lumberjack Night Witch

Offensive cards

Win conditions

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

Royal Giant Elixir Golem Electro Giant

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.

Royal Giant Elixir Golem Electro Giant Lumberjack

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.

Minion Horde Royal Giant Elixir Golem Baby Dragon Electro Giant Lumberjack

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
Minion Horde Royal Giant Elixir Golem Night Witch
Giant Snowball
Minion Horde Baby Dragon Lumberjack Night Witch
Zap
Minion Horde Royal Giant Night Witch
Barbarian Barrel
Elixir Golem Lumberjack Night Witch
The Log
Royal Giant Elixir Golem Lumberjack
Earthquake
Elixir Golem
Arrows
Minion Horde Night Witch
Royal Delivery
Minion Horde Elixir Golem Baby Dragon Lumberjack Night Witch
Fireball
Minion Horde Elixir Golem Baby Dragon Lumberjack Night Witch
Poison
Minion Horde Elixir Golem Night Witch
Lightning
Baby Dragon Lumberjack Night Witch
Rocket
Minion Horde Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Electro Giant

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.

Elixir Golem Baby Dragon Electro Giant Night Witch

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.

Minion Horde

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.

Zap Elixir Golem Baby Dragon Lumberjack Night Witch Minion Horde Royal Giant Electro Giant

Shortest cycle

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

13 Zap Elixir Golem Baby Dragon Lumberjack

Attack Synergies 1 17

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.

Zap
Minion Horde Royal Giant Elixir Golem Baby Dragon Lumberjack Night Witch
Minion Horde
Zap Royal Giant Lumberjack
Royal Giant
Zap Minion Horde Baby Dragon Lumberjack Night Witch
Elixir Golem
Night Witch Zap Baby Dragon Lumberjack
Baby Dragon
Zap Royal Giant Elixir Golem Electro Giant Lumberjack
Electro Giant
Baby Dragon Lumberjack
Lumberjack
Zap Minion Horde Royal Giant Elixir Golem Baby Dragon Electro Giant Night Witch
Night Witch
Elixir Golem Zap Royal Giant Lumberjack

Defense Synergies 0 5

Zap
Minion Horde Baby Dragon Lumberjack Night Witch
Minion Horde
Zap
Royal Giant
Elixir Golem
Baby Dragon
Zap Lumberjack
Electro Giant
Lumberjack
Zap Baby Dragon
Night Witch
Zap

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 Minion Horde Baby Dragon
Minion Horde Lumberjack Zap Night Witch
Minion Horde Lumberjack Night Witch
Minion Horde Lumberjack Night Witch
Lumberjack
Zap Baby Dragon Lumberjack Night Witch
Minion Horde Zap Baby Dragon Night Witch
Zap Baby Dragon Electro Giant
Minion Horde Lumberjack Night Witch
Minion Horde Lumberjack Night Witch
Minion Horde Zap Baby Dragon Electro Giant Lumberjack Night Witch
Minion Horde Zap Baby Dragon Night Witch
Minion Horde Lumberjack Night Witch Zap
Zap Minion Horde Baby Dragon Lumberjack Night Witch
Minion Horde Lumberjack
Minion Horde Zap Electro Giant Lumberjack
Minion Horde Lumberjack Night Witch
Zap Minion Horde Baby Dragon Lumberjack Night Witch
Zap Baby Dragon Lumberjack
Lumberjack
Minion Horde Baby Dragon Electro Giant Lumberjack Night Witch

Counters to secondary win conditions

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

Lumberjack Zap Electro Giant
Zap Baby Dragon Lumberjack
Lumberjack Zap Minion Horde
Lumberjack Zap Minion Horde Night Witch
Minion Horde Lumberjack Night Witch
Electro Giant Zap Minion Horde Baby Dragon
Minion Horde Lumberjack Night Witch
Minion Horde Lumberjack
Zap Minion Horde Baby Dragon
Minion Horde
Minion Horde Lumberjack
Zap Electro Giant
Minion Horde Lumberjack Night Witch
Minion Horde Baby Dragon Electro Giant
Electro Giant Zap Minion Horde Baby Dragon Lumberjack Night Witch
Zap Minion Horde Baby Dragon Electro Giant
Zap

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.)

Minion Horde Baby Dragon
Zap Baby Dragon
Minion Horde Baby Dragon
Zap Minion Horde Baby Dragon
Electro Giant Zap Minion Horde Baby Dragon
Minion Horde Baby Dragon
Zap Baby Dragon
Zap
Minion Horde Lumberjack Night Witch
Zap Minion Horde
Zap Baby Dragon
Baby Dragon
Minion Horde Baby Dragon
Zap Baby Dragon
Zap Minion Horde Baby Dragon
Minion Horde Baby Dragon
Minion Horde Night Witch
Zap Baby Dragon
Zap Baby Dragon Electro Giant
Minion Horde Baby Dragon Night Witch
Zap Minion Horde Baby Dragon
Zap Electro Giant Baby Dragon
Minion Horde
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Zap Minion Horde Baby Dragon Electro Giant Night Witch
Zap Minion Horde Electro Giant
Minion Horde Night Witch
Zap Minion Horde Night Witch
Zap Minion Horde
Minion Horde
Zap Minion Horde Night Witch
Zap Baby Dragon
Minion Horde Baby Dragon Lumberjack
Zap Baby Dragon
Zap Electro Giant
Minion Horde
Zap Electro Giant Minion Horde Baby Dragon
Zap
Zap Baby Dragon Electro Giant

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