My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!

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.

Ice Spirit Giant Witch Ice Wizard Lumberjack Mega Knight

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Rage

Punishments

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

Giant Lumberjack Mega Knight

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 Giant Lumberjack Mega Knight

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.

Lumberjack

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
Giant
Giant Snowball
Witch Lumberjack
Zap
Witch
Barbarian Barrel
Ice Spirit Witch Ice Wizard Lumberjack
The Log
Ice Spirit Witch Lumberjack
Earthquake
Witch
Arrows
Ice Spirit Witch
Royal Delivery
Ice Spirit Witch Ice Wizard Lumberjack
Fireball
Witch Ice Wizard Lumberjack
Poison
Witch Ice Wizard
Lightning
Witch Ice Wizard Lumberjack
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Ice Wizard Mega Knight

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 Rage Ice Wizard Mega Knight

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 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.

Ice Spirit Rage Arrows Ice Wizard Lumberjack Giant Witch Mega Knight

Shortest cycle

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

9 Ice Spirit Rage Arrows Ice Wizard

Attack Synergies 3 13

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
Giant Witch Lumberjack Mega Knight
Arrows
Giant Lumberjack Mega Knight
Giant
Arrows Rage Ice Spirit Witch Ice Wizard Lumberjack
Rage
Giant Witch
Witch
Rage Ice Spirit Giant Lumberjack Mega Knight
Ice Wizard
Giant Lumberjack
Lumberjack
Ice Spirit Arrows Giant Witch Ice Wizard Mega Knight
Mega Knight
Ice Spirit Arrows Witch Lumberjack

Defense Synergies 1 11

Ice Spirit
Witch Ice Wizard Lumberjack Mega Knight
Arrows
Mega Knight Ice Wizard Lumberjack
Giant
Rage
Witch
Ice Spirit Ice Wizard Lumberjack Mega Knight
Ice Wizard
Ice Spirit Arrows Witch Lumberjack Mega Knight
Lumberjack
Ice Spirit Arrows Witch Ice Wizard
Mega Knight
Arrows Ice Spirit Witch 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.

Lumberjack Ice Spirit Witch Ice Wizard Mega Knight
Witch Lumberjack Mega Knight Ice Wizard
Witch Lumberjack Ice Wizard Mega Knight
Arrows Lumberjack Mega Knight
Arrows Ice Wizard Lumberjack Mega Knight
Ice Spirit Arrows Witch Ice Wizard
Arrows Mega Knight
Witch Ice Wizard Lumberjack
Ice Spirit Ice Wizard Lumberjack Mega Knight
Witch Ice Wizard Arrows Lumberjack Mega Knight
Arrows Witch Ice Wizard
Lumberjack Mega Knight Ice Spirit Witch Ice Wizard
Mega Knight Ice Spirit Arrows Witch Lumberjack
Lumberjack Mega Knight
Ice Spirit Lumberjack Mega Knight
Mega Knight Arrows Witch Lumberjack
Ice Spirit Arrows Mega Knight Witch Ice Wizard Lumberjack
Arrows Witch Ice Spirit Ice Wizard Lumberjack Mega Knight
Lumberjack
Mega Knight Arrows Witch Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Witch
Arrows Lumberjack Mega Knight
Lumberjack Mega Knight Ice Spirit Witch
Lumberjack Mega Knight
Witch Lumberjack Mega Knight
Arrows Ice Spirit Witch Ice Wizard
Witch Ice Wizard Lumberjack
Mega Knight Lumberjack
Mega Knight Ice Spirit Witch
Witch
Mega Knight Witch Lumberjack
Mega Knight Arrows
Mega Knight Witch Lumberjack
Witch Mega Knight
Witch Ice Spirit Lumberjack
Arrows Mega Knight Witch Ice Wizard
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.)

Arrows
Arrows Ice Wizard
Arrows
Arrows
Arrows Mega Knight
Arrows Ice Spirit Witch Ice Wizard
Arrows Witch
Arrows Ice Spirit Ice Wizard
Arrows
Lumberjack
Arrows
Arrows
Arrows
Arrows
Arrows Witch
Arrows Mega Knight
Arrows
Arrows Mega Knight
Arrows Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Ice Spirit Witch Ice Wizard Mega Knight
Witch
Arrows Witch Ice Wizard
Arrows Witch Mega Knight
Arrows
Arrows Witch Ice Wizard
Ice Spirit Witch
Arrows Mega Knight
Ice Spirit Arrows
Mega Knight
Arrows
Ice Spirit Witch
Arrows Witch Ice Wizard
Arrows
Lumberjack Mega Knight
Arrows
Arrows
Mega Knight
Ice Spirit Witch
Witch
Witch Mega Knight
Mega Knight

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