My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Baby Dragon Witch Ice 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.

Baby Dragon Witch Ice Wizard

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 Tornado The Log

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.

Baby Dragon

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
Guards Clone
Giant Snowball
Guards Clone Baby Dragon Witch
Zap
Guards Clone Witch
Barbarian Barrel
Guards Clone Witch Ice Wizard
The Log
Guards Clone Witch
Earthquake
Guards Clone Witch
Arrows
Guards Clone Witch
Royal Delivery
Guards Clone Baby Dragon Witch Ice Wizard
Fireball
Clone Baby Dragon Witch Ice Wizard
Poison
Guards Clone Witch Ice Wizard
Lightning
Baby Dragon Witch Ice Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Tornado Baby Dragon Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Baby Dragon 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.

Rage Guards Clone Tornado Baby Dragon Ice Wizard

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

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 Guards Clone Tornado Ice Wizard Baby Dragon Witch

Shortest cycle

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

10 Rage The Log Guards Clone

Attack Synergies 2 9

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.

Rage
Witch
Guards
Clone The Log
Clone
Guards Baby Dragon Witch
Tornado
Baby Dragon Witch The Log Ice Wizard
Baby Dragon
Tornado Clone Witch Ice Wizard
Witch
Rage Clone Tornado Baby Dragon
The Log
Guards Tornado
Ice Wizard
Tornado Baby Dragon

Defense Synergies 2 12

Rage
Guards
Baby Dragon Witch The Log Ice Wizard
Clone
Tornado
Ice Wizard Baby Dragon Witch The Log
Baby Dragon
Ice Wizard Guards Tornado Witch The Log
Witch
Guards Tornado Baby Dragon The Log Ice Wizard
The Log
Guards Tornado Baby Dragon Witch Ice Wizard
Ice Wizard
Tornado Baby Dragon Guards 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.

Baby Dragon The Log
Witch The Log Ice Wizard
Tornado Witch Ice Wizard
Witch Guards Ice Wizard
Tornado The Log
Tornado The Log Guards Baby Dragon Ice Wizard
Tornado Baby Dragon Witch Ice Wizard
Baby Dragon The Log
Witch Tornado Ice Wizard
Guards Tornado Ice Wizard
Guards Witch Ice Wizard Tornado Baby Dragon The Log
Tornado Baby Dragon Witch Ice Wizard
Guards Witch The Log Ice Wizard
Guards Tornado Baby Dragon Witch The Log
Tornado The Log
Tornado Witch
Guards Tornado Baby Dragon Witch The Log Ice Wizard
Tornado Baby Dragon Witch The Log Guards Ice Wizard
Tornado
Guards Baby Dragon Witch The Log

Counters to secondary win conditions

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

Guards Witch
Baby Dragon The Log
Guards Witch The Log
Guards Tornado The Log
Guards Witch
Tornado Baby Dragon Witch Ice Wizard
Guards Witch Ice Wizard
Tornado Baby Dragon Witch The Log
Witch Guards
Guards Witch
Guards Tornado The Log
Guards Witch
Baby Dragon Witch
Guards Witch Tornado Baby Dragon The Log
Baby Dragon Witch The Log Ice Wizard
Ice 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.)

Guards Baby Dragon The Log
Tornado Baby Dragon The Log Ice Wizard
Baby Dragon The Log
Guards The Log
Baby Dragon The Log
Tornado Baby Dragon Witch Ice Wizard
Tornado Baby Dragon Witch The Log
The Log Tornado Baby Dragon Ice Wizard
The Log Tornado
Guards Tornado
Tornado The Log
Tornado Baby Dragon
Baby Dragon The Log
Baby Dragon
Baby Dragon The Log
Baby Dragon Witch The Log
Baby Dragon The Log
Tornado
Baby Dragon The Log
Tornado Baby Dragon Witch The Log
Baby Dragon The Log
Tornado
Tornado The Log
Baby Dragon The Log
Tornado The Log Baby Dragon Witch Ice Wizard
Witch
The Log Tornado Baby Dragon Witch Ice Wizard
Tornado Baby Dragon Witch The Log
Tornado Baby Dragon The Log
Tornado Baby Dragon Witch Ice Wizard
Guards Witch
The Log
The Log
Guards Witch
Tornado Baby Dragon Witch Ice Wizard
The Log
Baby Dragon
The Log Baby Dragon
Tornado
Guards Tornado Baby Dragon Witch The Log
Tornado Witch
Tornado Baby Dragon Witch The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: