My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
F2P score
RIP

2 problems 4 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Ice Wizard Night 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.

Skeletons Ice Spirit Firecracker Golem Ice Wizard Night Witch Skeleton King

Offensive cards

Win conditions

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

Golem

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.

Ice Spirit Golem 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.

Firecracker Golem

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
Skeletons Night Witch Skeleton King
Giant Snowball
Skeletons Night Witch Skeleton King
Zap
Skeletons Firecracker Night Witch Skeleton King
Barbarian Barrel
Skeletons Ice Spirit Firecracker Ice Wizard Night Witch Skeleton King
The Log
Skeletons Ice Spirit Firecracker Skeleton King
Earthquake
Skeletons Firecracker Skeleton King
Arrows
Skeletons Ice Spirit Firecracker Night Witch Skeleton King
Royal Delivery
Skeletons Ice Spirit Firecracker Ice Wizard Night Witch Skeleton King
Fireball
Firecracker Ice Wizard Night Witch Skeleton King
Poison
Firecracker Ice Wizard Night Witch Skeleton King
Lightning
Ice Wizard Night Witch Skeleton King
Rocket
Night Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker Ice Wizard 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.

Ice Spirit Golem Ice Wizard Night Witch

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 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.

Mirror Skeletons Ice Spirit Firecracker Ice Wizard Night Witch Skeleton King Golem

Shortest cycle

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

5 Mirror Skeletons Ice Spirit Firecracker

Attack Synergies 1 9

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.

Skeletons
Ice Spirit
Firecracker Golem Night Witch
Firecracker
Ice Spirit Mirror Golem
Mirror
Firecracker Night Witch
Golem
Night Witch Ice Spirit Firecracker Ice Wizard Skeleton King
Ice Wizard
Golem
Night Witch
Golem Ice Spirit Mirror Skeleton King
Skeleton King
Golem Night Witch

Defense Synergies 0 14

Skeletons
Ice Spirit Firecracker Ice Wizard Night Witch
Ice Spirit
Skeletons Firecracker Ice Wizard Night Witch
Firecracker
Skeletons Ice Spirit Mirror Ice Wizard Night Witch
Mirror
Firecracker Ice Wizard Night Witch
Golem
Ice Wizard
Skeletons Ice Spirit Firecracker Mirror Night Witch Skeleton King
Night Witch
Skeletons Ice Spirit Firecracker Mirror Ice Wizard
Skeleton King
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.

Firecracker
Skeletons Ice Spirit Firecracker Ice Wizard Night Witch
Skeletons Ice Wizard Night Witch
Night Witch Skeletons Firecracker Ice Wizard Skeleton King
Firecracker
Skeletons Firecracker Ice Wizard Night Witch
Ice Spirit Firecracker Ice Wizard Night Witch
Skeletons Ice Wizard Night Witch Skeleton King
Skeletons Ice Spirit Firecracker Ice Wizard Night Witch
Ice Wizard Skeletons Firecracker Night Witch Skeleton King
Firecracker Ice Wizard Night Witch
Night Witch Skeletons Ice Spirit Ice Wizard
Ice Spirit Firecracker Night Witch Skeleton King
Skeleton King
Ice Spirit
Skeletons Firecracker Night Witch
Ice Spirit Firecracker Ice Wizard Night Witch
Ice Spirit Firecracker Ice Wizard
Firecracker Night Witch

Counters to secondary win conditions

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

Skeletons
Firecracker
Skeletons Ice Spirit
Night Witch
Skeletons Night Witch
Firecracker Skeletons Ice Spirit Ice Wizard
Skeletons Ice Wizard Night Witch
Skeletons Ice Spirit Firecracker
Skeletons
Skeletons Night Witch Skeleton King
Firecracker
Skeletons Ice Spirit Firecracker Night Witch Skeleton King
Firecracker Ice Wizard Skeleton King
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.)

Firecracker
Firecracker Ice Wizard
Firecracker
Firecracker
Firecracker Ice Spirit Ice Wizard
Firecracker
Ice Spirit Firecracker Ice Wizard
Firecracker
Night Witch
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Night Witch
Firecracker
Firecracker
Night Witch
Firecracker Ice Spirit Ice Wizard
Firecracker Ice Wizard
Firecracker
Firecracker Ice Wizard Night Witch
Ice Spirit Firecracker
Night Witch
Night Witch
Ice Spirit Firecracker
Firecracker
Ice Spirit Night Witch
Firecracker Ice Wizard
Firecracker
Firecracker Skeleton King
Firecracker
Ice Spirit Firecracker Skeleton King
Firecracker
Firecracker
Firecracker

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