My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
RIP
Versatility
Mediocre
F2P score
RIP

2 problems 3 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies Ice 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.

Suspicious Bush Zappies Rune Giant Ice Wizard Fisherman Mother Witch

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Tornado

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.

Rune Giant

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
Fisherman
Giant Snowball
Zappies Fisherman
Zap
Zappies Fisherman
Barbarian Barrel
Zappies Ice Wizard
The Log
Suspicious Bush Zappies Fisherman
Earthquake
Zappies
Arrows
Suspicious Bush Zappies
Royal Delivery
Zappies Ice Wizard Fisherman Mother Witch
Fireball
Suspicious Bush Zappies Ice Wizard Fisherman Mother Witch
Poison
Suspicious Bush Zappies Ice Wizard Fisherman Mother Witch
Lightning
Ice Wizard Fisherman Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Tornado 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.

Suspicious Bush Tornado Rune Giant Ice Wizard Mother Witch

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.

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.

Berserker Suspicious Bush Tornado Ice Wizard Fisherman Zappies Rune Giant Mother Witch

Shortest cycle

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

10 Berserker Suspicious Bush Tornado Ice Wizard

Attack Synergies 0 3

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.

Berserker
Suspicious Bush
Zappies
Tornado
Ice Wizard
Rune Giant
Ice Wizard
Ice Wizard
Tornado Rune Giant Fisherman
Fisherman
Ice Wizard
Mother Witch

Defense Synergies 1 7

Berserker
Suspicious Bush
Zappies
Tornado Fisherman Mother Witch
Tornado
Ice Wizard Zappies Mother Witch
Rune Giant
Ice Wizard
Tornado Fisherman Mother Witch
Fisherman
Zappies Ice Wizard Mother Witch
Mother Witch
Zappies Tornado Ice Wizard Fisherman

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.

Zappies
Zappies Ice Wizard Fisherman
Tornado Fisherman Zappies Ice Wizard
Zappies Ice Wizard Fisherman
Tornado
Tornado Zappies Ice Wizard Mother Witch
Tornado Zappies Ice Wizard
Zappies Tornado Ice Wizard Fisherman
Tornado Zappies Ice Wizard Fisherman
Ice Wizard Mother Witch Zappies Tornado Fisherman
Zappies Tornado Ice Wizard
Zappies Ice Wizard
Zappies Tornado
Zappies
Tornado Zappies Fisherman
Zappies Tornado Fisherman
Zappies Tornado Ice Wizard Fisherman
Tornado Zappies Ice Wizard Fisherman Mother Witch
Zappies Tornado Fisherman
Zappies Fisherman Mother Witch

Counters to secondary win conditions

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

Zappies Fisherman
Fisherman
Zappies Fisherman
Zappies Tornado Fisherman
Zappies Fisherman
Mother Witch Zappies Tornado Ice Wizard
Zappies Ice Wizard
Zappies Fisherman
Zappies Tornado
Zappies
Zappies
Tornado
Zappies
Zappies
Zappies Tornado Fisherman
Zappies Ice Wizard Mother Witch
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.)

Tornado Ice Wizard Fisherman
Mother Witch Tornado Ice Wizard
Tornado
Tornado Ice Wizard
Tornado Fisherman
Tornado Fisherman
Tornado Fisherman
Tornado
Fisherman
Fisherman
Fisherman
Tornado
Fisherman
Fisherman
Tornado Mother Witch
Tornado
Tornado Fisherman
Tornado Mother Witch Ice Wizard
Fisherman
Tornado Ice Wizard Fisherman
Tornado Fisherman
Tornado Fisherman
Tornado Ice Wizard Mother Witch
Zappies
Zappies
Zappies
Zappies Tornado Ice Wizard
Tornado
Zappies Tornado
Zappies Tornado
Tornado

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