My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Ice Wizard Magic Archer

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.

Bomber Royal Giant Witch Ice Wizard Fisherman Magic Archer

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 Arrows

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.

Royal Giant Magic Archer

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.

Magic Archer

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
Bomber Royal Giant Fisherman
Giant Snowball
Bomber Witch Fisherman
Zap
Bomber Royal Giant Witch Fisherman
Barbarian Barrel
Bomber Witch Ice Wizard Magic Archer
The Log
Bomber Royal Giant Witch Fisherman
Earthquake
Bomber Witch
Arrows
Bomber Witch
Royal Delivery
Bomber Witch Ice Wizard Fisherman Magic Archer
Fireball
Bomber Witch Ice Wizard Fisherman Magic Archer
Poison
Bomber Witch Ice Wizard Fisherman Magic Archer
Lightning
Witch Ice Wizard Fisherman Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Arrows Ice Wizard Magic Archer

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.

Arrows 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

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.

Bomber Zap Arrows Ice Wizard Fisherman Magic Archer Witch Royal Giant

Shortest cycle

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

10 Bomber Zap Arrows Ice Wizard

Attack Synergies 5 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.

Bomber
Royal Giant Zap
Zap
Arrows Bomber Royal Giant Witch Ice Wizard Fisherman Magic Archer
Arrows
Zap Royal Giant
Royal Giant
Bomber Arrows Ice Wizard Fisherman Zap Witch Magic Archer
Witch
Zap Royal Giant
Ice Wizard
Royal Giant Zap Fisherman
Fisherman
Royal Giant Zap Ice Wizard
Magic Archer
Zap Royal Giant

Defense Synergies 0 12

Bomber
Zap Fisherman
Zap
Bomber Arrows Witch Ice Wizard Fisherman Magic Archer
Arrows
Zap Ice Wizard
Royal Giant
Witch
Zap Ice Wizard Fisherman
Ice Wizard
Zap Arrows Witch Fisherman
Fisherman
Bomber Zap Witch Ice Wizard Magic Archer
Magic Archer
Zap 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.

Bomber Zap Magic Archer
Bomber Zap Witch Ice Wizard Fisherman
Witch Fisherman Bomber Ice Wizard
Witch Bomber Ice Wizard Fisherman
Bomber Arrows
Arrows Bomber Zap Ice Wizard Magic Archer
Zap Arrows Witch Ice Wizard Magic Archer
Zap Arrows Magic Archer
Witch Ice Wizard Fisherman
Bomber Ice Wizard Fisherman
Witch Ice Wizard Bomber Zap Arrows Fisherman Magic Archer
Arrows Zap Witch Ice Wizard Magic Archer
Bomber Zap Witch Ice Wizard
Bomber Zap Arrows Witch Magic Archer
Zap Fisherman
Bomber Arrows Witch Fisherman
Arrows Bomber Zap Witch Ice Wizard Fisherman Magic Archer
Zap Arrows Witch Bomber Ice Wizard Fisherman Magic Archer
Fisherman
Bomber Arrows Witch Fisherman

Counters to secondary win conditions

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

Zap Witch Fisherman
Bomber Zap Arrows Fisherman Magic Archer
Zap Witch Fisherman
Zap Fisherman
Witch Fisherman
Arrows Zap Witch Ice Wizard Magic Archer
Witch Ice Wizard
Fisherman
Zap Witch Magic Archer
Witch
Witch
Zap Arrows
Witch
Bomber Witch Magic Archer
Witch Bomber Zap Fisherman Magic Archer
Arrows Bomber Zap Witch Ice Wizard Magic Archer
Arrows

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.)

Magic Archer Arrows
Arrows Zap Ice Wizard Fisherman Magic Archer
Arrows Magic Archer
Arrows
Bomber Zap Arrows Magic Archer
Arrows Zap Witch Ice Wizard Magic Archer
Bomber Arrows Witch Magic Archer
Arrows Zap Ice Wizard Magic Archer
Arrows Zap Fisherman
Fisherman
Zap Arrows Fisherman Magic Archer
Zap Arrows Magic Archer
Fisherman Magic Archer
Arrows Fisherman Magic Archer
Zap Arrows Fisherman Magic Archer
Bomber Zap Arrows Witch Magic Archer
Magic Archer Arrows
Arrows
Bomber Fisherman
Bomber Zap Arrows Fisherman Magic Archer
Bomber Zap Arrows Witch Magic Archer
Magic Archer
Arrows
Fisherman
Zap Arrows
Zap Arrows Bomber Witch Ice Wizard Magic Archer
Witch Fisherman
Arrows Zap Witch Ice Wizard Fisherman Magic Archer
Zap Arrows Witch Fisherman Magic Archer
Zap Arrows Fisherman Magic Archer
Zap Arrows Witch Ice Wizard Magic Archer
Zap Witch
Bomber Zap Arrows Magic Archer
Zap Arrows Magic Archer
Arrows Magic Archer
Zap Witch Magic Archer
Zap Arrows Witch Ice Wizard Magic Archer
Arrows
Magic Archer
Arrows Bomber Zap Magic Archer
Zap Arrows
Zap Witch Magic Archer
Zap Witch Magic Archer
Zap Witch Magic Archer

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