My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
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!
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!
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.

Tesla Minion Horde Baby Dragon Witch Ice Wizard Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla Baby Dragon Witch Ice Wizard Bandit Ram Rider

Offensive cards

Win conditions

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

Mortar 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.

Mortar Bandit Ram Rider

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.

Mortar Minion Horde Baby Dragon 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.

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
Minion Horde Bandit Ram Rider
Giant Snowball
Minion Horde Baby Dragon Witch Ram Rider
Zap
Mortar Minion Horde Witch Bandit Ram Rider
Barbarian Barrel
Mortar Tesla Witch Ice Wizard Bandit
The Log
Witch Bandit Ram Rider
Earthquake
Mortar Tesla Witch
Arrows
Minion Horde Witch
Royal Delivery
Minion Horde Baby Dragon Witch Ice Wizard Bandit Ram Rider
Fireball
Mortar Tesla Minion Horde Baby Dragon Witch Ice Wizard Bandit Ram Rider
Poison
Mortar Minion Horde Witch Ice Wizard
Lightning
Mortar Tesla Baby Dragon Witch Ice Wizard Bandit Ram Rider
Rocket
Mortar Minion Horde Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Baby Dragon 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.

Baby Dragon Ice Wizard

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 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 Wizard Bandit Mortar Tesla Baby Dragon Minion Horde Witch Ram Rider

Shortest cycle

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

14 Ice Wizard Bandit Mortar Tesla

Attack Synergies 0 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.

Mortar
Baby Dragon Bandit Ram Rider
Tesla
Minion Horde
Baby Dragon
Mortar Witch Ice Wizard Bandit Ram Rider
Witch
Baby Dragon Bandit Ram Rider
Ice Wizard
Baby Dragon Bandit Ram Rider
Bandit
Mortar Baby Dragon Witch Ice Wizard Ram Rider
Ram Rider
Mortar Baby Dragon Witch Ice Wizard Bandit

Defense Synergies 1 12

Mortar
Tesla Baby Dragon Ice Wizard Bandit
Tesla
Mortar Baby Dragon
Minion Horde
Ice Wizard
Baby Dragon
Ice Wizard Mortar Tesla Witch Bandit
Witch
Baby Dragon Ice Wizard Bandit
Ice Wizard
Baby Dragon Mortar Minion Horde Witch Bandit
Bandit
Mortar Baby Dragon Witch Ice Wizard Ram Rider
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.

Mortar Tesla Minion Horde Baby Dragon Ram Rider
Minion Horde Mortar Tesla Witch Ice Wizard Bandit Ram Rider
Mortar Tesla Minion Horde Witch Ram Rider Ice Wizard Bandit
Tesla Minion Horde Witch Mortar Ice Wizard Bandit Ram Rider
Tesla Baby Dragon Ice Wizard Bandit
Tesla Minion Horde Ram Rider Mortar Baby Dragon Witch Ice Wizard
Tesla Baby Dragon Bandit Ram Rider
Tesla Minion Horde Witch Mortar Ice Wizard
Tesla Minion Horde Ice Wizard Bandit
Minion Horde Witch Ice Wizard Tesla Baby Dragon Bandit Ram Rider
Tesla Minion Horde Baby Dragon Witch Ice Wizard Ram Rider
Mortar Tesla Minion Horde Witch Ice Wizard Bandit Ram Rider
Mortar Tesla Minion Horde Baby Dragon Witch
Mortar Tesla Minion Horde Bandit Ram Rider
Minion Horde Mortar Tesla Bandit Ram Rider
Tesla Minion Horde Mortar Witch
Mortar Tesla Minion Horde Baby Dragon Witch Ice Wizard Bandit Ram Rider
Mortar Baby Dragon Witch Tesla Ice Wizard Bandit Ram Rider
Mortar Tesla Ram Rider
Tesla Minion Horde Baby Dragon Witch Bandit

Counters to secondary win conditions

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

Tesla Witch Bandit
Bandit Mortar Tesla Baby Dragon
Bandit Minion Horde Witch Ram Rider
Tesla Minion Horde Bandit Ram Rider
Tesla Minion Horde Witch Bandit Ram Rider
Tesla Minion Horde Baby Dragon Witch Ice Wizard Ram Rider
Tesla Minion Horde Witch Ice Wizard Bandit Ram Rider
Tesla Minion Horde
Minion Horde Mortar Baby Dragon Witch Bandit
Witch Tesla Minion Horde
Tesla Minion Horde Witch
Tesla Minion Horde Witch Bandit Ram Rider
Tesla Minion Horde Baby Dragon Witch
Tesla Witch Mortar Minion Horde Baby Dragon
Tesla Minion Horde Baby Dragon Witch Ice Wizard
Mortar 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.)

Mortar Minion Horde Baby Dragon Bandit
Mortar Baby Dragon Ice Wizard Bandit Ram Rider
Minion Horde Baby Dragon Bandit
Mortar Minion Horde Baby Dragon
Minion Horde Baby Dragon Witch Ice Wizard Ram Rider
Mortar Minion Horde Baby Dragon Witch
Baby Dragon Ice Wizard Ram Rider
Mortar Bandit Ram Rider
Minion Horde
Mortar Minion Horde Bandit Ram Rider
Baby Dragon
Mortar Baby Dragon Bandit
Mortar Minion Horde Baby Dragon Bandit
Mortar Baby Dragon
Mortar Minion Horde Baby Dragon Witch Bandit
Mortar Minion Horde Baby Dragon Bandit
Mortar
Minion Horde
Mortar Baby Dragon Bandit
Mortar Baby Dragon Witch
Minion Horde Baby Dragon
Mortar Minion Horde Baby Dragon
Mortar Baby Dragon Witch Ice Wizard
Minion Horde Witch
Mortar Baby Dragon Witch Ice Wizard Bandit Ram Rider
Mortar Baby Dragon Witch Bandit Ram Rider
Mortar Baby Dragon Bandit
Minion Horde Baby Dragon Witch Ice Wizard
Minion Horde Witch
Minion Horde
Mortar Minion Horde Bandit
Minion Horde
Minion Horde
Minion Horde Witch Bandit
Baby Dragon Witch Ice Wizard Ram Rider
Minion Horde Baby Dragon
Mortar Baby Dragon
Minion Horde
Minion Horde Baby Dragon Witch
Witch
Mortar Baby Dragon Witch Bandit
Mortar

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