My Best Clash Royale Deck

Deck Check Rating

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

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.

Ice Wizard

Defensive buildings

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

Cannon Mortar

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 Dark Prince Ice Wizard

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Zap The Log

Punishments

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

Mortar Dark 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 Mortar Dark 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.

Dark Prince

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 Dark Prince
Giant Snowball
Skeletons Cannon
Zap
Skeletons Cannon Mortar Dark Prince
Barbarian Barrel
Skeletons Ice Spirit Cannon Mortar Dark Prince Ice Wizard
The Log
Skeletons Ice Spirit Cannon Dark Prince
Earthquake
Skeletons Cannon Mortar
Arrows
Skeletons Ice Spirit
Royal Delivery
Skeletons Ice Spirit Dark Prince Ice Wizard
Fireball
Cannon Mortar Ice Wizard
Poison
Cannon Mortar Ice Wizard
Lightning
Cannon Mortar Dark Prince Ice Wizard
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Mortar Dark Prince The Log 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.

Ice Spirit Dark Prince 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Zap The Log Cannon Ice Wizard Mortar Dark Prince

Shortest cycle

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

6 Skeletons Ice Spirit Zap The Log

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
Zap Mortar Dark Prince
Zap
Ice Spirit Mortar Dark Prince The Log Ice Wizard
Cannon
Mortar
Ice Spirit Zap Dark Prince The Log
Dark Prince
Ice Spirit Zap Mortar Ice Wizard
The Log
Zap Mortar
Ice Wizard
Zap Dark Prince

Defense Synergies 4 22

Skeletons
Cannon Ice Spirit Zap Mortar Dark Prince The Log Ice Wizard
Ice Spirit
Zap Skeletons Cannon Mortar Dark Prince The Log Ice Wizard
Zap
Ice Spirit Cannon Skeletons Mortar Dark Prince The Log Ice Wizard
Cannon
Skeletons Zap The Log Ice Spirit Dark Prince Ice Wizard
Mortar
Skeletons Ice Spirit Zap The Log Ice Wizard
Dark Prince
Skeletons Ice Spirit Zap Cannon The Log Ice Wizard
The Log
Cannon Skeletons Ice Spirit Zap Mortar Dark Prince Ice Wizard
Ice Wizard
Skeletons Ice Spirit Zap Cannon Mortar Dark Prince The Log

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 Cannon Mortar The Log
Skeletons Ice Spirit Zap Cannon Mortar Dark Prince The Log Ice Wizard
Cannon Mortar Skeletons Dark Prince Ice Wizard
Cannon Skeletons Mortar Dark Prince Ice Wizard
Dark Prince The Log
The Log Skeletons Zap Cannon Dark Prince Ice Wizard
Ice Spirit Zap Cannon Mortar Ice Wizard
Zap Cannon The Log
Cannon Skeletons Mortar Ice Wizard
Skeletons Ice Spirit Cannon Dark Prince Ice Wizard
Ice Wizard Skeletons Zap Cannon Dark Prince The Log
Zap Ice Wizard
Cannon Mortar Skeletons Ice Spirit Zap Dark Prince The Log Ice Wizard
Ice Spirit Zap Cannon Mortar Dark Prince The Log
Cannon Mortar
Ice Spirit Zap Cannon Mortar The Log
Skeletons Cannon Mortar Dark Prince
Ice Spirit Cannon Mortar Zap Dark Prince The Log Ice Wizard
Zap Mortar The Log Ice Spirit Cannon Dark Prince Ice Wizard
Cannon Mortar
Dark Prince Cannon The Log
Cannon Mortar

Counters to secondary win conditions

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

Skeletons Zap Dark Prince
Zap Mortar The Log
Skeletons Ice Spirit Zap Dark Prince The Log
Dark Prince Zap The Log
Skeletons Cannon Dark Prince
Skeletons Ice Spirit Zap Ice Wizard
Dark Prince Skeletons Ice Wizard
Dark Prince
Zap Skeletons Ice Spirit Mortar Dark Prince The Log
Skeletons Cannon
Dark Prince
Zap Dark Prince The Log
Dark Prince Skeletons Cannon
Cannon
Skeletons Ice Spirit Zap Mortar Dark Prince The Log
Zap Cannon Dark Prince The Log Ice Wizard
Zap Cannon 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 The Log
Mortar Zap The Log Ice Wizard
The Log
Dark Prince The Log
Zap Mortar Dark Prince The Log
Ice Spirit Zap Ice Wizard
Mortar The Log
The Log Ice Spirit Zap Ice Wizard
The Log Zap Mortar
Zap Mortar Dark Prince The Log
Zap
Mortar The Log
Mortar
Zap Mortar The Log
Zap Mortar The Log
Mortar The Log
Mortar
Zap Mortar Dark Prince The Log
Zap Mortar The Log
The Log
The Log
Zap Mortar The Log
Zap The Log Ice Spirit Mortar Dark Prince Ice Wizard
Mortar The Log Zap Ice Wizard
Zap Mortar The Log
Zap Mortar The Log
Zap Ice Wizard
Zap Ice Spirit
Zap Mortar The Log
Zap Ice Spirit
The Log
Zap Ice Spirit Dark Prince
Zap Ice Wizard
The Log
Dark Prince
The Log Zap Mortar
Zap
Dark Prince
Zap Ice Spirit The Log
Zap
Zap Mortar Dark Prince The Log
Mortar

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