My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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 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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde Wizard Witch Ice Wizard Electro 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.

Wizard Rune Giant Witch Ice Wizard Electro Wizard Sparky Skeleton King

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.

Missing

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.

Minion Horde Rune Giant Skeleton King

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.

Electro Wizard

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
Minion Horde Sparky Skeleton King
Giant Snowball
Minion Horde Witch Skeleton King
Zap
Minion Horde Witch Sparky Skeleton King
Barbarian Barrel
Wizard Witch Ice Wizard Electro Wizard Sparky Skeleton King
The Log
Witch Sparky Skeleton King
Earthquake
Witch Skeleton King
Arrows
Minion Horde Witch Skeleton King
Royal Delivery
Minion Horde Wizard Witch Ice Wizard Electro Wizard Sparky Skeleton King
Fireball
Minion Horde Wizard Witch Ice Wizard Electro Wizard Sparky Skeleton King
Poison
Minion Horde Wizard Witch Ice Wizard Electro Wizard Sparky Skeleton King
Lightning
Wizard Witch Ice Wizard Electro Wizard Sparky Skeleton King
Rocket
Minion Horde Wizard Witch Sparky Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Ice Wizard Sparky Skeleton King

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.

Rune Giant Ice Wizard Sparky

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.

Minion Horde Wizard Witch Ice Wizard Electro 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 Wizard Rune Giant Electro Wizard Skeleton King Minion Horde Wizard Witch Sparky

Shortest cycle

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

15 Ice Wizard Rune Giant Electro Wizard Skeleton King

Attack Synergies 0 6

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.

Minion Horde
Sparky
Wizard
Sparky
Rune Giant
Ice Wizard Electro Wizard
Witch
Skeleton King
Ice Wizard
Rune Giant
Electro Wizard
Rune Giant Sparky
Sparky
Minion Horde Wizard Electro Wizard
Skeleton King
Witch

Defense Synergies 0 8

Minion Horde
Ice Wizard Sparky
Wizard
Ice Wizard Electro Wizard Skeleton King
Rune Giant
Witch
Ice Wizard Electro Wizard
Ice Wizard
Minion Horde Wizard Witch Skeleton King
Electro Wizard
Wizard Witch
Sparky
Minion Horde
Skeleton King
Wizard 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.

Minion Horde Wizard Electro Wizard Sparky
Minion Horde Sparky Witch Ice Wizard Electro Wizard
Minion Horde Witch Sparky Ice Wizard Electro Wizard
Minion Horde Witch Sparky Ice Wizard Electro Wizard Skeleton King
Sparky
Ice Wizard Electro Wizard
Minion Horde Electro Wizard Wizard Witch Ice Wizard
Electro Wizard Sparky
Minion Horde Witch Sparky Ice Wizard Skeleton King
Minion Horde Ice Wizard Electro Wizard Sparky
Minion Horde Witch Ice Wizard Electro Wizard Wizard Skeleton King
Minion Horde Wizard Witch Ice Wizard Electro Wizard
Minion Horde Sparky Wizard Witch Ice Wizard Electro Wizard
Wizard Sparky Minion Horde Witch Electro Wizard Skeleton King
Sparky Minion Horde Electro Wizard Skeleton King
Minion Horde Electro Wizard Sparky
Minion Horde Wizard Sparky Witch Electro Wizard
Minion Horde Wizard Witch Ice Wizard Electro Wizard
Wizard Witch Ice Wizard Electro Wizard
Sparky Electro Wizard
Wizard Minion Horde Witch Electro Wizard Sparky
Sparky

Counters to secondary win conditions

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

Witch Electro Wizard Sparky
Electro Wizard Wizard
Minion Horde Witch Electro Wizard Sparky
Minion Horde Electro Wizard Sparky
Minion Horde Witch Sparky
Wizard Minion Horde Witch Ice Wizard Electro Wizard
Sparky Minion Horde Witch Ice Wizard Electro Wizard
Minion Horde Sparky
Minion Horde Electro Wizard Witch Sparky
Witch Minion Horde Sparky
Minion Horde Witch Sparky
Electro Wizard
Minion Horde Wizard Witch Sparky Skeleton King
Wizard Minion Horde Witch Sparky
Witch Electro Wizard Sparky Minion Horde Skeleton King
Minion Horde Wizard Witch Ice Wizard Electro Wizard Sparky Skeleton King
Ice Wizard Electro 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.)

Minion Horde Sparky
Ice Wizard Electro Wizard
Minion Horde Sparky
Sparky
Wizard Minion Horde Sparky
Wizard Minion Horde Witch Ice Wizard
Minion Horde Wizard Witch Sparky
Wizard Ice Wizard
Wizard
Minion Horde Electro Wizard Sparky
Minion Horde Wizard Electro Wizard Sparky
Wizard
Sparky
Minion Horde
Sparky
Minion Horde Wizard Witch Sparky
Minion Horde Wizard Sparky
Sparky
Minion Horde Sparky
Wizard Electro Wizard Sparky
Wizard Witch
Minion Horde Sparky
Wizard
Sparky
Minion Horde
Wizard Witch Ice Wizard Sparky
Minion Horde Witch
Wizard Witch Ice Wizard Electro Wizard Sparky
Wizard Witch Sparky
Sparky
Minion Horde Wizard Witch Ice Wizard Electro Wizard Sparky
Electro Wizard Minion Horde Wizard Witch
Minion Horde Sparky
Minion Horde Wizard Sparky
Minion Horde Electro Wizard Sparky
Minion Horde Sparky
Wizard Sparky
Minion Horde Electro Wizard Witch
Wizard Witch Ice Wizard Electro Wizard
Minion Horde Wizard Electro Wizard Sparky
Wizard Skeleton King
Sparky
Minion Horde Sparky
Minion Horde Witch Electro Wizard Sparky Skeleton King
Witch Electro Wizard
Witch Electro Wizard Sparky
Sparky
Wizard Sparky

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