My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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.

Witch Ice Wizard Electro Wizard

Defensive buildings

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

Cannon

Investments

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

Knight Royal Giant Witch Ice Wizard Electro Wizard

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.

Zap The Log

Punishments

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

Royal Giant

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.

Knight Royal Giant

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.

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
Royal Giant
Giant Snowball
Cannon Witch
Zap
Cannon Royal Giant Witch
Barbarian Barrel
Knight Cannon Witch Ice Wizard Electro Wizard
The Log
Cannon Royal Giant Witch
Earthquake
Cannon Witch
Arrows
Witch
Royal Delivery
Knight Witch Ice Wizard Electro Wizard
Fireball
Cannon Witch Ice Wizard Electro Wizard
Poison
Cannon Witch Ice Wizard Electro Wizard
Lightning
Knight Cannon Witch Ice Wizard Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Ice Wizard

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.

Knight Ice Wizard

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Knight Cannon Ice Wizard Electro Wizard Witch Royal Giant

Shortest cycle

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

10 Zap The Log Knight Cannon

Attack Synergies 2 12

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
Electro Wizard Knight Royal Giant Witch The Log Ice Wizard
Knight
Zap Witch The Log Ice Wizard Electro Wizard
Cannon
Royal Giant
Ice Wizard Zap Witch The Log Electro Wizard
Witch
Zap Knight Royal Giant
The Log
Zap Knight Royal Giant
Ice Wizard
Royal Giant Zap Knight
Electro Wizard
Zap Knight Royal Giant

Defense Synergies 6 14

Zap
Cannon Electro Wizard Knight Witch The Log Ice Wizard
Knight
Cannon Ice Wizard Electro Wizard Zap Witch The Log
Cannon
Zap Knight The Log Witch Ice Wizard Electro Wizard
Royal Giant
Witch
Zap Knight Cannon The Log Ice Wizard Electro Wizard
The Log
Cannon Zap Knight Witch Ice Wizard Electro Wizard
Ice Wizard
Knight Zap Cannon Witch The Log
Electro Wizard
Zap Knight Cannon Witch The Log

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 Knight Cannon The Log Electro Wizard
Zap Knight Cannon Witch The Log Ice Wizard Electro Wizard
Cannon Witch Knight Ice Wizard Electro Wizard
Cannon Witch Knight Ice Wizard Electro Wizard
The Log
The Log Zap Cannon Ice Wizard Electro Wizard
Electro Wizard Zap Cannon Witch Ice Wizard
Zap Cannon The Log Electro Wizard
Cannon Witch Ice Wizard
Knight Cannon Ice Wizard Electro Wizard
Witch Ice Wizard Electro Wizard Zap Knight Cannon The Log
Zap Witch Ice Wizard Electro Wizard
Cannon Zap Knight Witch The Log Ice Wizard Electro Wizard
Zap Cannon Witch The Log Electro Wizard
Knight Cannon Electro Wizard
Zap Cannon The Log Electro Wizard
Knight Cannon Witch Electro Wizard
Cannon Zap Knight Witch The Log Ice Wizard Electro Wizard
Zap Witch The Log Knight Cannon Ice Wizard Electro Wizard
Cannon Electro Wizard
Knight Cannon Witch The Log Electro Wizard
Cannon

Counters to secondary win conditions

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

Knight Zap Witch Electro Wizard
Electro Wizard Zap Knight The Log
Zap Knight Witch The Log Electro Wizard
Zap Knight The Log Electro Wizard
Knight Cannon Witch
Zap Witch Ice Wizard Electro Wizard
Knight Witch Ice Wizard Electro Wizard
Knight
Zap Electro Wizard Knight Witch The Log
Witch Cannon
Knight Witch
Zap The Log Electro Wizard
Knight Cannon Witch
Cannon Witch
Witch Electro Wizard Zap Knight The Log
Zap Cannon Witch The Log Ice Wizard Electro Wizard
Zap Cannon 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.)

Knight The Log
Zap The Log Ice Wizard Electro Wizard
The Log
Knight The Log
Zap The Log
Zap Witch Ice Wizard
Witch The Log
The Log Zap Ice Wizard
The Log Zap
Electro Wizard
Zap Knight The Log Electro Wizard
Zap
Knight The Log
Zap The Log
Zap Witch The Log
The Log
Zap The Log Electro Wizard
Zap Witch The Log
The Log
The Log
Zap The Log
Zap The Log Witch Ice Wizard
Witch
The Log Zap Witch Ice Wizard Electro Wizard
Zap Witch The Log
Zap The Log
Zap Witch Ice Wizard Electro Wizard
Zap Electro Wizard Witch
Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard Witch
Zap Witch Ice Wizard Electro Wizard
The Log
Knight Electro Wizard
The Log Zap
Zap
Zap Witch The Log Electro Wizard
Zap Witch Electro Wizard
Zap Witch The Log Electro Wizard

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