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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro Wizard Inferno Dragon

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 Witch Bandit Electro Wizard Inferno Dragon

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.

Giant Snowball

Punishments

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

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.

Electro Spirit Ice Spirit Bandit

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 Spirit Bandit 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
Skeleton Army Bandit Inferno Dragon
Giant Snowball
Skeleton Army Witch Inferno Dragon
Zap
Skeleton Army Witch Bandit Inferno Dragon
Barbarian Barrel
Electro Spirit Ice Spirit Skeleton Army Witch Bandit Electro Wizard
The Log
Electro Spirit Ice Spirit Skeleton Army Witch Bandit
Earthquake
Skeleton Army Witch
Arrows
Electro Spirit Ice Spirit Skeleton Army Witch
Royal Delivery
Electro Spirit Ice Spirit Skeleton Army Witch Bandit Electro Wizard Inferno Dragon
Fireball
Skeleton Army Witch Bandit Electro Wizard Inferno Dragon
Poison
Skeleton Army Witch Electro Wizard
Lightning
Witch Bandit Electro Wizard Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Giant Snowball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Giant Snowball

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.

Electro Spirit Ice Spirit Skeleton Army Inferno Dragon

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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 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.

Electro Spirit Ice Spirit Giant Snowball Skeleton Army Bandit Electro Wizard Inferno Dragon Witch

Shortest cycle

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

7 Electro Spirit Ice Spirit Giant Snowball Skeleton Army

Attack Synergies 0 11

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.

Electro Spirit
Giant Snowball Bandit
Ice Spirit
Giant Snowball Witch Bandit Inferno Dragon
Giant Snowball
Electro Spirit Ice Spirit Witch Bandit Electro Wizard
Skeleton Army
Witch
Ice Spirit Giant Snowball Bandit
Bandit
Electro Spirit Ice Spirit Giant Snowball Witch Electro Wizard
Electro Wizard
Giant Snowball Bandit
Inferno Dragon
Ice Spirit

Defense Synergies 0 19

Electro Spirit
Giant Snowball Electro Wizard
Ice Spirit
Giant Snowball Skeleton Army Witch Bandit Electro Wizard Inferno Dragon
Giant Snowball
Electro Spirit Ice Spirit Witch Bandit Electro Wizard Inferno Dragon
Skeleton Army
Ice Spirit Bandit Electro Wizard Inferno Dragon
Witch
Ice Spirit Giant Snowball Bandit Electro Wizard
Bandit
Ice Spirit Giant Snowball Skeleton Army Witch Electro Wizard
Electro Wizard
Electro Spirit Ice Spirit Giant Snowball Skeleton Army Witch Bandit Inferno Dragon
Inferno Dragon
Ice Spirit Giant Snowball Skeleton Army Electro 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.

Electro Wizard
Skeleton Army Inferno Dragon Ice Spirit Witch Bandit Electro Wizard
Skeleton Army Witch Giant Snowball Bandit Electro Wizard Inferno Dragon
Skeleton Army Witch Inferno Dragon Bandit Electro Wizard
Skeleton Army
Skeleton Army Electro Spirit Giant Snowball Bandit Electro Wizard
Giant Snowball Electro Wizard Inferno Dragon Electro Spirit Ice Spirit Witch
Electro Spirit Bandit Electro Wizard
Witch Inferno Dragon Skeleton Army
Skeleton Army Ice Spirit Giant Snowball Bandit Electro Wizard
Skeleton Army Witch Electro Wizard Electro Spirit Giant Snowball Bandit
Inferno Dragon Giant Snowball Witch Electro Wizard
Skeleton Army Ice Spirit Giant Snowball Witch Bandit Electro Wizard
Skeleton Army Electro Spirit Ice Spirit Giant Snowball Witch Electro Wizard
Skeleton Army Inferno Dragon Bandit Electro Wizard
Skeleton Army Ice Spirit Giant Snowball Bandit Electro Wizard Inferno Dragon
Skeleton Army Witch Electro Wizard
Ice Spirit Electro Spirit Giant Snowball Skeleton Army Witch Bandit Electro Wizard
Giant Snowball Witch Electro Spirit Ice Spirit Bandit Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Skeleton Army Electro Spirit Giant Snowball Witch Bandit Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Giant Snowball Witch Bandit Electro Wizard
Bandit Electro Wizard Giant Snowball Inferno Dragon
Skeleton Army Bandit Ice Spirit Witch Electro Wizard
Skeleton Army Bandit Electro Wizard
Skeleton Army Witch Bandit Inferno Dragon
Electro Spirit Ice Spirit Giant Snowball Witch Electro Wizard
Skeleton Army Witch Bandit Electro Wizard
Skeleton Army Inferno Dragon
Electro Wizard Electro Spirit Ice Spirit Giant Snowball Skeleton Army Witch Bandit Inferno Dragon
Witch Skeleton Army Inferno Dragon
Inferno Dragon Witch
Skeleton Army Giant Snowball Electro Wizard
Skeleton Army Witch Bandit
Skeleton Army Witch
Skeleton Army Witch Electro Wizard Electro Spirit Ice Spirit Inferno Dragon
Electro Spirit Giant Snowball Witch Electro Wizard Inferno Dragon
Electro Spirit Giant Snowball 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.)

Bandit
Giant Snowball Bandit Electro Wizard
Bandit
Giant Snowball
Electro Spirit Ice Spirit Giant Snowball Witch
Witch
Ice Spirit Giant Snowball
Giant Snowball Bandit
Giant Snowball Electro Wizard
Bandit Electro Wizard
Giant Snowball
Giant Snowball Bandit
Bandit
Giant Snowball
Giant Snowball Witch Bandit
Bandit
Giant Snowball
Giant Snowball Bandit Electro Wizard
Giant Snowball Witch
Giant Snowball
Giant Snowball
Giant Snowball Electro Spirit Ice Spirit Witch
Witch Inferno Dragon
Giant Snowball Witch Bandit Electro Wizard
Giant Snowball Witch Bandit
Bandit
Giant Snowball Witch Electro Wizard
Electro Wizard Electro Spirit Ice Spirit Giant Snowball Witch
Giant Snowball
Giant Snowball Bandit
Electro Spirit Ice Spirit Giant Snowball Electro Wizard
Giant Snowball
Electro Wizard Electro Spirit Ice Spirit Skeleton Army Witch Bandit
Giant Snowball Witch Electro Wizard
Electro Wizard
Giant Snowball
Giant Snowball
Electro Spirit Ice Spirit Giant Snowball Witch Electro Wizard
Giant Snowball Witch Electro Wizard
Giant Snowball Witch Bandit Electro Wizard
Inferno Dragon

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