My Best Clash Royale Deck

Deck Check Rating

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

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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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

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 Prince

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Rage The Log

Punishments

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

Elite Barbarians Hog Rider 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.

Ice Spirit Elite Barbarians Hog Rider Prince

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.

Elite Barbarians Hog 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
Elite Barbarians Hog Rider Prince
Giant Snowball
Hog Rider Witch
Zap
Witch Prince
Barbarian Barrel
Ice Spirit Elite Barbarians Witch
The Log
Ice Spirit Elite Barbarians Hog Rider Witch Prince
Earthquake
Hog Rider Witch
Arrows
Ice Spirit Witch
Royal Delivery
Ice Spirit Elite Barbarians Hog Rider Witch Prince
Fireball
Elite Barbarians Hog Rider Witch
Poison
Witch
Lightning
Elite Barbarians Witch Prince
Rocket
Elite Barbarians Hog Rider Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap The Log

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 Rage Prince

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.

Elite Barbarians

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Ice Spirit Zap Rage The Log Hog Rider Witch Prince Elite Barbarians

Shortest cycle

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

7 Ice Spirit Zap Rage The Log

Attack Synergies 9 12

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
Zap Hog Rider Elite Barbarians Witch Prince
Zap
Ice Spirit Elite Barbarians Hog Rider Prince Witch The Log
Elite Barbarians
Zap Rage Ice Spirit Hog Rider The Log
Hog Rider
Ice Spirit Zap Rage The Log Elite Barbarians Witch Prince
Rage
Elite Barbarians Hog Rider Witch Prince
Witch
Rage Ice Spirit Zap Hog Rider Prince
Prince
Zap Ice Spirit Hog Rider Rage Witch The Log
The Log
Hog Rider Zap Elite Barbarians Prince

Defense Synergies 2 11

Ice Spirit
Zap Elite Barbarians Witch Prince The Log
Zap
Ice Spirit Elite Barbarians Witch Prince The Log
Elite Barbarians
Ice Spirit Zap The Log
Hog Rider
Rage
Witch
Ice Spirit Zap Prince The Log
Prince
The Log Ice Spirit Zap Witch
The Log
Prince Ice Spirit Zap Elite Barbarians Witch

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 The Log
Elite Barbarians Ice Spirit Zap Witch Prince The Log
Witch Prince Elite Barbarians
Elite Barbarians Witch Prince
Elite Barbarians Prince The Log
The Log Zap
Ice Spirit Zap Witch
Zap The Log
Witch Elite Barbarians Prince
Elite Barbarians Ice Spirit Prince
Witch Zap The Log
Zap Witch
Prince Ice Spirit Zap Elite Barbarians Witch The Log
Ice Spirit Zap Witch Prince The Log
Elite Barbarians Prince
Ice Spirit Zap Elite Barbarians Prince The Log
Elite Barbarians Witch Prince
Ice Spirit Zap Elite Barbarians Witch Prince The Log
Zap Witch The Log Ice Spirit
Elite Barbarians Prince
Elite Barbarians Witch Prince The Log

Counters to secondary win conditions

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

Zap Elite Barbarians Witch Prince
Zap Elite Barbarians Prince The Log
Ice Spirit Zap Elite Barbarians Witch Prince The Log
Prince Zap Elite Barbarians The Log
Elite Barbarians Witch Prince
Ice Spirit Zap Witch
Prince Elite Barbarians Witch
Elite Barbarians Prince
Zap Ice Spirit Elite Barbarians Witch Prince The Log
Witch
Elite Barbarians Witch Prince
Zap Elite Barbarians Prince The Log
Elite Barbarians Prince Witch
Witch
Elite Barbarians Witch Ice Spirit Zap Prince The Log
Zap Elite Barbarians Witch The Log
Zap

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.)

The Log
Zap The Log
The Log
Prince The Log
Zap The Log
Ice Spirit Zap Witch
Witch The Log
The Log Ice Spirit Zap
The Log Zap
Elite Barbarians Prince
Zap Prince The Log
Zap
Elite Barbarians The Log
Zap Elite Barbarians Prince The Log
Zap Witch The Log
The Log
Zap Prince The Log
Zap Witch The Log
Prince The Log
Prince The Log
Zap The Log
Zap The Log Ice Spirit Witch
Witch
The Log Zap Witch
Zap Witch Prince The Log
Zap The Log
Elite Barbarians Zap Witch
Zap Ice Spirit Witch
Elite Barbarians
Zap The Log
Zap Ice Spirit
Prince
The Log
Zap Ice Spirit Witch Prince
Zap Witch
The Log
Prince
The Log Zap
Zap
Elite Barbarians Prince
Zap Ice Spirit Elite Barbarians Witch The Log
Zap Witch
Zap Witch Prince The Log
Prince

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