My Best Clash Royale Deck

Deck Check Rating

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

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.

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.

Ice Spirit Ice Wizard Bandit Fisherman Magic Archer

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows The Log

Punishments

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

Wall Breakers 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.

Ice Spirit Wall Breakers Bandit 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.

Bandit 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
Wall Breakers Bandit Fisherman
Giant Snowball
Wall Breakers Fisherman
Zap
Wall Breakers Bandit Fisherman
Barbarian Barrel
Ice Spirit Wall Breakers Ice Wizard Bandit Magic Archer
The Log
Ice Spirit Wall Breakers Bandit Fisherman
Earthquake
Arrows
Ice Spirit Wall Breakers
Royal Delivery
Ice Spirit Wall Breakers Ice Wizard Bandit Fisherman Magic Archer
Fireball
Wall Breakers Ice Wizard Bandit Fisherman Magic Archer
Poison
Ice Wizard Fisherman Magic Archer
Lightning
Ice Wizard Bandit Fisherman Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows The Log 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.

Ice Spirit Arrows 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.

Ice Spirit 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.

Ice Spirit Wall Breakers The Log Arrows Ice Wizard Bandit Fisherman Magic Archer

Shortest cycle

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

8 Ice Spirit Wall Breakers The Log Arrows

Attack Synergies 0 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.

Ice Spirit
Wall Breakers Bandit Fisherman
Arrows
Wall Breakers Bandit
Wall Breakers
Ice Spirit Arrows The Log
The Log
Wall Breakers Bandit Fisherman Magic Archer
Ice Wizard
Bandit Fisherman
Bandit
Ice Spirit Arrows The Log Ice Wizard Magic Archer
Fisherman
Ice Spirit The Log Ice Wizard
Magic Archer
The Log Bandit

Defense Synergies 0 16

Ice Spirit
The Log Ice Wizard Bandit Fisherman Magic Archer
Arrows
Ice Wizard Bandit
Wall Breakers
The Log
Ice Spirit Ice Wizard Bandit Fisherman Magic Archer
Ice Wizard
Ice Spirit Arrows The Log Bandit Fisherman
Bandit
Ice Spirit Arrows The Log Ice Wizard Fisherman Magic Archer
Fisherman
Ice Spirit The Log Ice Wizard Bandit Magic Archer
Magic Archer
Ice Spirit The Log Bandit 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.

The Log Magic Archer
Ice Spirit The Log Ice Wizard Bandit Fisherman
Fisherman Ice Wizard Bandit
Ice Wizard Bandit Fisherman
Arrows The Log
Arrows The Log Ice Wizard Bandit Magic Archer
Ice Spirit Arrows Ice Wizard Magic Archer
Arrows The Log Bandit Magic Archer
Ice Wizard Fisherman
Ice Spirit Ice Wizard Bandit Fisherman
Ice Wizard Arrows The Log Bandit Fisherman Magic Archer
Arrows Ice Wizard Magic Archer
Ice Spirit The Log Ice Wizard Bandit
Ice Spirit Arrows The Log Magic Archer
Bandit
Ice Spirit The Log Bandit Fisherman
Arrows Fisherman
Ice Spirit Arrows The Log Ice Wizard Bandit Fisherman Magic Archer
Arrows The Log Ice Spirit Ice Wizard Bandit Fisherman Magic Archer
Fisherman
Arrows The Log Bandit Fisherman

Counters to secondary win conditions

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

Bandit Fisherman
Bandit Arrows The Log Fisherman Magic Archer
Bandit Ice Spirit The Log Fisherman
The Log Bandit Fisherman
Bandit Fisherman
Arrows Ice Spirit Ice Wizard Magic Archer
Ice Wizard Bandit
Fisherman
Ice Spirit The Log Bandit Magic Archer
Arrows The Log
Bandit
Magic Archer
Ice Spirit The Log Fisherman Magic Archer
Arrows The Log Ice Wizard Magic Archer
Arrows 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.)

Magic Archer Arrows The Log Bandit
Arrows The Log Ice Wizard Bandit Fisherman Magic Archer
Arrows The Log Bandit Magic Archer
Arrows The Log
Arrows The Log Magic Archer
Arrows Ice Spirit Ice Wizard Magic Archer
Arrows The Log Magic Archer
Arrows The Log Ice Spirit Ice Wizard Magic Archer
Arrows The Log Bandit Fisherman
Fisherman
Arrows The Log Bandit Fisherman Magic Archer
Arrows Magic Archer
The Log Bandit Fisherman Magic Archer
Arrows Bandit Fisherman Magic Archer
Arrows The Log Fisherman Magic Archer
Arrows The Log Bandit Magic Archer
Magic Archer Arrows The Log Bandit
Arrows
Fisherman
Arrows The Log Bandit Fisherman Magic Archer
Arrows The Log Magic Archer
The Log Magic Archer
Arrows
The Log Fisherman
Arrows The Log
Arrows The Log Ice Spirit Ice Wizard Magic Archer
Fisherman
Arrows The Log Ice Wizard Bandit Fisherman Magic Archer
Arrows The Log Bandit Fisherman Magic Archer
Arrows The Log Bandit Fisherman Magic Archer
Arrows Ice Wizard Magic Archer
Ice Spirit
Arrows The Log Bandit Magic Archer
Ice Spirit Arrows Magic Archer
Arrows The Log Magic Archer
Ice Spirit Bandit Magic Archer
Arrows Ice Wizard Magic Archer
Arrows The Log
Magic Archer
Arrows The Log Magic Archer
Arrows
Ice Spirit The Log Magic Archer
Magic Archer
The Log Bandit Magic Archer

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