My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Phoenix Night 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.

Prince Ice Wizard Fisherman Phoenix Night Witch

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.

Zap Arrows

Punishments

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

Prince

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.

Prince Phoenix

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 Prince Fisherman Phoenix Night Witch
Giant Snowball
Guards Fisherman Night Witch
Zap
Guards Prince Fisherman Night Witch
Barbarian Barrel
Guards Ice Wizard Night Witch
The Log
Guards Prince Fisherman
Earthquake
Guards
Arrows
Guards Night Witch
Royal Delivery
Guards Prince Ice Wizard Fisherman Night Witch
Fireball
Ice Wizard Fisherman Night Witch
Poison
Guards Ice Wizard Fisherman Phoenix Night Witch
Lightning
Prince Ice Wizard Fisherman Phoenix Night Witch
Rocket
Prince Phoenix Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Guards Prince Ice Wizard Night 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.

Zap Arrows Guards Ice Wizard Fisherman Phoenix Night Witch Prince

Shortest cycle

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

11 Zap Arrows Guards Ice Wizard

Attack Synergies 2 10

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.

Zap
Arrows Prince Guards Ice Wizard Fisherman Phoenix Night Witch
Arrows
Zap Prince Phoenix Night Witch
Guards
Zap
Prince
Zap Arrows Ice Wizard
Ice Wizard
Zap Prince Fisherman
Fisherman
Zap Ice Wizard
Phoenix
Zap Arrows
Night Witch
Zap Arrows

Defense Synergies 1 16

Zap
Arrows Guards Prince Ice Wizard Fisherman Phoenix Night Witch
Arrows
Zap Prince Ice Wizard Phoenix
Guards
Fisherman Zap Prince Ice Wizard
Prince
Zap Arrows Guards Ice Wizard Fisherman
Ice Wizard
Zap Arrows Guards Prince Fisherman Night Witch
Fisherman
Guards Zap Prince Ice Wizard
Phoenix
Zap Arrows
Night Witch
Zap Ice Wizard

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.

Zap
Zap Prince Ice Wizard Fisherman Phoenix Night Witch
Prince Fisherman Ice Wizard Night Witch
Prince Night Witch Guards Ice Wizard Fisherman Phoenix
Arrows Prince
Arrows Zap Guards Ice Wizard Night Witch
Zap Arrows Ice Wizard Phoenix Night Witch
Zap Arrows Phoenix
Prince Ice Wizard Fisherman Phoenix Night Witch
Guards Prince Ice Wizard Fisherman Phoenix Night Witch
Guards Ice Wizard Zap Arrows Fisherman Night Witch
Arrows Zap Ice Wizard Phoenix Night Witch
Prince Night Witch Zap Guards Ice Wizard
Zap Arrows Guards Prince Night Witch
Prince Phoenix
Zap Prince Fisherman
Arrows Prince Fisherman Night Witch
Arrows Zap Guards Prince Ice Wizard Fisherman Night Witch
Zap Arrows Guards Ice Wizard Fisherman
Prince Fisherman Phoenix
Arrows Guards Prince Fisherman Night Witch

Counters to secondary win conditions

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

Guards Zap Prince Fisherman
Zap Arrows Prince Fisherman Phoenix
Guards Zap Prince Fisherman
Guards Prince Zap Fisherman Phoenix Night Witch
Guards Prince Fisherman Phoenix Night Witch
Arrows Zap Ice Wizard
Guards Prince Ice Wizard Phoenix Night Witch
Prince Fisherman Phoenix
Zap Prince Phoenix
Guards Phoenix
Guards Prince Phoenix
Zap Arrows Guards Prince Phoenix
Prince Guards Night Witch
Guards Phoenix Zap Prince Fisherman Night Witch
Arrows Zap Ice Wizard Phoenix
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.)

Arrows Guards
Arrows Zap Ice Wizard Fisherman
Arrows
Arrows Guards Prince
Zap Arrows
Arrows Zap Ice Wizard
Arrows
Arrows Zap Ice Wizard
Arrows Zap Fisherman
Guards Prince Fisherman Night Witch
Zap Arrows Prince Fisherman
Zap Arrows
Fisherman
Arrows Fisherman
Zap Arrows Prince Fisherman
Zap Arrows
Arrows
Arrows
Fisherman Night Witch
Zap Arrows Prince Fisherman
Zap Arrows
Prince Night Witch
Arrows
Prince Fisherman
Zap Arrows
Zap Arrows Ice Wizard
Fisherman
Arrows Zap Ice Wizard Fisherman
Zap Arrows Prince Fisherman
Zap Arrows Fisherman
Zap Arrows Ice Wizard Night Witch
Zap Guards
Night Witch
Zap Arrows Night Witch
Zap Arrows
Prince
Arrows
Zap Guards Prince Night Witch
Zap Arrows Ice Wizard
Arrows
Prince
Arrows Zap
Zap Arrows
Prince
Zap Guards
Zap
Zap Prince

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