My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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 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.

Zappies Witch 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.

Ice Spirit Zappies Witch Bandit Night Witch Lava Hound

Offensive cards

Win conditions

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

Lava Hound

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.

Ice Spirit Bandit Lava Hound

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

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
Guards Bandit Night Witch Lava Hound
Giant Snowball
Zappies Guards Witch Night Witch Lava Hound
Zap
Zappies Guards Witch Bandit Night Witch Lava Hound
Barbarian Barrel
Ice Spirit Zappies Guards Witch Bandit Night Witch
The Log
Ice Spirit Zappies Guards Witch Bandit
Earthquake
Zappies Guards Witch
Arrows
Ice Spirit Zappies Guards Witch Night Witch Lava Hound
Royal Delivery
Ice Spirit Zappies Guards Witch Bandit Night Witch Lava Hound
Fireball
Zappies Witch Bandit Night Witch Lava Hound
Poison
Zappies Guards Witch Night Witch Lava Hound
Lightning
Witch Bandit Night Witch
Rocket
Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Giant Snowball Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Ice Spirit Guards 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 Witch Lava Hound

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 Spirit Giant Snowball Guards Bandit Zappies Night Witch Witch Lava Hound

Shortest cycle

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

9 Ice Spirit Giant Snowball Guards Bandit

Attack Synergies 0 16

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
Giant Snowball Guards Witch Bandit Night Witch
Giant Snowball
Ice Spirit Witch Bandit Night Witch Lava Hound
Zappies
Bandit Lava Hound
Guards
Ice Spirit Bandit Lava Hound
Witch
Ice Spirit Giant Snowball Bandit Lava Hound
Bandit
Ice Spirit Giant Snowball Zappies Guards Witch
Night Witch
Ice Spirit Giant Snowball Lava Hound
Lava Hound
Giant Snowball Zappies Guards Witch Night Witch

Defense Synergies 0 15

Ice Spirit
Giant Snowball Zappies Guards Witch Bandit Night Witch
Giant Snowball
Ice Spirit Zappies Guards Witch Bandit Night Witch
Zappies
Ice Spirit Giant Snowball Guards Bandit
Guards
Ice Spirit Giant Snowball Zappies Witch
Witch
Ice Spirit Giant Snowball Guards Bandit
Bandit
Ice Spirit Giant Snowball Zappies Witch
Night Witch
Ice Spirit Giant Snowball
Lava Hound

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.

Zappies
Ice Spirit Zappies Witch Bandit Night Witch
Witch Giant Snowball Zappies Bandit Night Witch
Witch Night Witch Zappies Guards Bandit
Giant Snowball Zappies Guards Bandit Night Witch
Giant Snowball Ice Spirit Zappies Witch Night Witch
Bandit
Zappies Witch Night Witch
Guards Ice Spirit Giant Snowball Zappies Bandit Night Witch
Guards Witch Giant Snowball Zappies Bandit Night Witch
Giant Snowball Zappies Witch Night Witch
Night Witch Ice Spirit Giant Snowball Zappies Guards Witch Bandit
Ice Spirit Giant Snowball Zappies Guards Witch Night Witch
Zappies Bandit
Ice Spirit Giant Snowball Zappies Bandit
Zappies Witch Night Witch
Ice Spirit Giant Snowball Zappies Guards Witch Bandit Night Witch
Giant Snowball Witch Ice Spirit Zappies Guards Bandit
Zappies
Giant Snowball Zappies Guards Witch Bandit Night Witch

Counters to secondary win conditions

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

Guards Giant Snowball Zappies Witch Bandit
Bandit Giant Snowball
Zappies Guards Bandit Ice Spirit Witch
Guards Zappies Bandit Night Witch
Zappies Guards Witch Bandit Night Witch
Ice Spirit Giant Snowball Zappies Witch
Guards Zappies Witch Bandit Night Witch
Zappies
Ice Spirit Giant Snowball Zappies Witch Bandit
Witch Zappies Guards
Zappies Guards Witch
Giant Snowball Guards
Zappies Guards Witch Bandit Night Witch
Zappies Witch
Zappies Guards Witch Ice Spirit Night Witch
Giant Snowball Zappies Witch

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.)

Guards Bandit
Giant Snowball Bandit
Bandit
Guards
Giant Snowball
Ice Spirit Giant Snowball Witch
Witch
Ice Spirit Giant Snowball
Giant Snowball Bandit
Giant Snowball Guards Night Witch
Bandit
Giant Snowball
Giant Snowball Bandit
Bandit
Giant Snowball
Giant Snowball Witch Bandit
Bandit
Giant Snowball
Night Witch
Giant Snowball Bandit
Giant Snowball Witch
Night Witch
Giant Snowball
Giant Snowball
Giant Snowball Ice Spirit Witch
Witch
Giant Snowball Witch Bandit
Giant Snowball Witch Bandit
Bandit
Giant Snowball Witch Night Witch
Ice Spirit Giant Snowball Zappies Guards Witch
Giant Snowball Night Witch
Giant Snowball Bandit Night Witch
Ice Spirit Giant Snowball Zappies
Giant Snowball
Ice Spirit Zappies Guards Witch Bandit Night Witch
Giant Snowball Zappies Witch
Giant Snowball
Giant Snowball
Ice Spirit Giant Snowball Zappies Guards Witch
Giant Snowball Zappies Witch
Giant Snowball Witch Bandit

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