My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Archers Witch Ice Wizard Inferno Dragon Ram Rider

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.

Archers Witch Ice Wizard Bandit Inferno Dragon Ram Rider

Offensive cards

Win conditions

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

Miner Ram Rider

Damage spells

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

Missing

Punishments

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

Miner Bandit Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Bandit Ram Rider

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.

Miner Bandit Ram Rider

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
Archers Guards Miner Bandit Inferno Dragon Ram Rider
Giant Snowball
Archers Guards Witch Miner Inferno Dragon Ram Rider
Zap
Archers Guards Witch Bandit Inferno Dragon Ram Rider
Barbarian Barrel
Archers Guards Witch Ice Wizard Bandit
The Log
Archers Guards Witch Bandit Ram Rider
Earthquake
Archers Guards Witch
Arrows
Archers Guards Witch
Royal Delivery
Archers Guards Witch Miner Ice Wizard Bandit Inferno Dragon Ram Rider
Fireball
Archers Witch Ice Wizard Bandit Inferno Dragon Ram Rider
Poison
Archers Guards Witch Ice Wizard
Lightning
Witch Ice Wizard Bandit Inferno Dragon Ram Rider
Rocket
Witch Inferno Dragon Ram Rider

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.

Guards Miner Ice Wizard Inferno Dragon

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.

Archers Guards Miner Ice Wizard Bandit Inferno Dragon Witch Ram Rider

Shortest cycle

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

12 Archers Guards Miner Ice Wizard

Attack Synergies 1 14

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.

Archers
Miner Bandit Inferno Dragon Ram Rider
Guards
Miner Bandit Ram Rider
Witch
Miner Bandit Ram Rider
Miner
Guards Archers Witch Bandit Inferno Dragon
Ice Wizard
Bandit Ram Rider
Bandit
Archers Guards Witch Miner Ice Wizard Ram Rider
Inferno Dragon
Archers Miner
Ram Rider
Archers Guards Witch Ice Wizard Bandit

Defense Synergies 0 11

Archers
Guards Witch Ice Wizard Bandit
Guards
Archers Witch Ice Wizard
Witch
Archers Guards Ice Wizard Bandit
Miner
Ice Wizard
Archers Guards Witch Bandit Inferno Dragon
Bandit
Archers Witch Ice Wizard Ram Rider
Inferno Dragon
Ice Wizard
Ram Rider
Bandit

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.

Ram Rider
Inferno Dragon Witch Ice Wizard Bandit Ram Rider
Witch Ram Rider Archers Ice Wizard Bandit Inferno Dragon
Witch Inferno Dragon Guards Ice Wizard Bandit Ram Rider
Archers Guards Ice Wizard Bandit
Inferno Dragon Ram Rider Archers Witch Ice Wizard
Bandit Ram Rider
Witch Inferno Dragon Ice Wizard
Guards Archers Miner Ice Wizard Bandit
Archers Guards Witch Ice Wizard Bandit Ram Rider
Inferno Dragon Archers Witch Ice Wizard Ram Rider
Guards Witch Ice Wizard Bandit Ram Rider
Guards Witch
Inferno Dragon Bandit Ram Rider
Bandit Inferno Dragon Ram Rider
Witch
Archers Guards Witch Ice Wizard Bandit Ram Rider
Witch Archers Guards Ice Wizard Bandit Inferno Dragon Ram Rider
Inferno Dragon Ram Rider
Archers Guards Witch Bandit

Counters to secondary win conditions

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

Guards Archers Witch Bandit
Bandit Archers Miner Inferno Dragon
Guards Bandit Witch Ram Rider
Guards Bandit Ram Rider
Guards Witch Bandit Inferno Dragon Ram Rider
Archers Witch Ice Wizard Ram Rider
Guards Archers Witch Ice Wizard Bandit Ram Rider
Inferno Dragon
Witch Bandit Inferno Dragon
Witch Guards Inferno Dragon
Inferno Dragon Guards Witch
Guards
Guards Witch Bandit Ram Rider
Archers Witch
Guards Witch Archers Inferno Dragon
Archers Witch Ice Wizard Inferno Dragon
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.)

Guards Bandit
Miner Ice Wizard Bandit Ram Rider
Miner Bandit
Guards
Witch Ice Wizard Ram Rider
Archers Witch
Ice Wizard Ram Rider
Miner Bandit Ram Rider
Guards
Miner Bandit Ram Rider
Archers
Miner Bandit
Bandit
Witch Bandit
Bandit
Archers Bandit
Witch Miner
Witch Ice Wizard
Witch Inferno Dragon
Miner Witch Ice Wizard Bandit Ram Rider
Witch Miner Bandit Ram Rider
Miner Bandit
Archers Witch Ice Wizard
Guards Witch
Miner Bandit
Archers Guards Witch Bandit
Archers Witch Ice Wizard Ram Rider
Miner
Guards Witch
Witch
Witch Miner Bandit
Inferno Dragon

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