My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Good
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 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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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

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 Rune Giant Witch Ice Wizard Bandit Goblinstein

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.

Goblin Curse

Punishments

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

Bandit

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 Bandit

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.

Bandit

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
Goblin Curse Skeleton Army Bandit
Giant Snowball
Goblin Curse Skeleton Army Witch
Zap
Goblin Curse Skeleton Army Witch Bandit
Barbarian Barrel
Goblin Curse Skeleton Army Witch Ice Wizard Bandit
The Log
Suspicious Bush Goblin Curse Skeleton Army Witch Bandit
Earthquake
Skeleton Army Witch
Arrows
Suspicious Bush Goblin Curse Skeleton Army Witch
Royal Delivery
Skeleton Army Witch Ice Wizard Bandit
Fireball
Suspicious Bush Skeleton Army Witch Ice Wizard Bandit
Poison
Suspicious Bush Goblin Curse Skeleton Army Witch Ice Wizard
Lightning
Witch Ice Wizard Bandit Goblinstein
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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 Goblin Curse Skeleton Army Rune Giant 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.

Skeleton Army

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.

Suspicious Bush Goblin Curse Skeleton Army Ice Wizard Bandit Rune Giant Witch Goblinstein

Shortest cycle

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

10 Suspicious Bush Goblin Curse Skeleton Army 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.

Suspicious Bush
Goblin Curse
Skeleton Army
Rune Giant
Ice Wizard
Witch
Bandit
Ice Wizard
Rune Giant Bandit
Bandit
Witch Ice Wizard
Goblinstein

Defense Synergies 0 5

Suspicious Bush
Goblin Curse
Skeleton Army
Ice Wizard Bandit
Rune Giant
Witch
Ice Wizard Bandit
Ice Wizard
Skeleton Army Witch Bandit
Bandit
Skeleton Army Witch Ice Wizard
Goblinstein

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.

Skeleton Army Goblin Curse Witch Ice Wizard Bandit
Skeleton Army Witch Goblin Curse Ice Wizard Bandit
Skeleton Army Witch Goblin Curse Ice Wizard Bandit
Skeleton Army
Skeleton Army Ice Wizard Bandit
Goblin Curse Witch Ice Wizard
Bandit
Witch Goblin Curse Skeleton Army Ice Wizard
Skeleton Army Ice Wizard Bandit
Goblin Curse Skeleton Army Witch Ice Wizard Bandit
Goblin Curse Witch Ice Wizard
Skeleton Army Goblin Curse Witch Ice Wizard Bandit
Skeleton Army Goblin Curse Witch
Skeleton Army Goblin Curse Bandit
Skeleton Army Goblin Curse Bandit
Skeleton Army Witch
Skeleton Army Witch Ice Wizard Bandit
Witch Goblin Curse Ice Wizard Bandit
Goblin Curse
Skeleton Army Goblin Curse Witch Bandit

Counters to secondary win conditions

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

Skeleton Army Witch Bandit
Bandit
Skeleton Army Bandit Witch
Skeleton Army Bandit
Goblin Curse Skeleton Army Witch Bandit
Goblin Curse Witch Ice Wizard
Skeleton Army Witch Ice Wizard Bandit
Goblin Curse Skeleton Army
Skeleton Army Witch Bandit
Witch Goblin Curse Skeleton Army
Witch
Skeleton Army
Skeleton Army Goblin Curse Witch Bandit
Goblin Curse Skeleton Army Witch
Skeleton Army Witch
Goblin Curse Witch 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.)

Bandit
Goblin Curse Ice Wizard Bandit
Bandit
Goblin Curse
Goblin Curse Witch Ice Wizard
Witch
Goblin Curse Ice Wizard
Bandit
Bandit
Goblin Curse
Bandit
Bandit
Witch Bandit
Bandit
Bandit
Goblin Curse Witch
Goblin Curse Witch Ice Wizard
Witch
Witch Ice Wizard Bandit
Witch Bandit
Goblin Curse Bandit
Goblin Curse Witch Ice Wizard
Witch
Bandit
Goblin Curse
Skeleton Army Witch Bandit
Goblin Curse Witch Ice Wizard
Witch
Witch
Witch Bandit

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