My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
RIP
Versatility
Mediocre
F2P score
RIP

1 problems 1 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies Magic Archer

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 Giant Skeleton Bandit Magic Archer

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Poison

Punishments

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

Wall Breakers Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ice Spirit Heal Spirit Wall Breakers Giant Skeleton Bandit Magic Archer

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.

Giant Skeleton Bandit Magic Archer

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
Wall Breakers Giant Skeleton Bandit
Giant Snowball
Zappies Wall Breakers
Zap
Zappies Wall Breakers Bandit
Barbarian Barrel
Ice Spirit Heal Spirit Zappies Wall Breakers Giant Skeleton Bandit Magic Archer
The Log
Ice Spirit Heal Spirit Zappies Wall Breakers Giant Skeleton Bandit
Earthquake
Zappies
Arrows
Ice Spirit Heal Spirit Zappies Wall Breakers
Royal Delivery
Ice Spirit Heal Spirit Zappies Wall Breakers Giant Skeleton Bandit Magic Archer
Fireball
Zappies Wall Breakers Bandit Magic Archer
Poison
Zappies Magic Archer
Lightning
Bandit Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Poison Magic Archer

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 Heal Spirit Poison Giant Skeleton

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 Heal Spirit

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 Heal Spirit Wall Breakers Bandit Zappies Poison Magic Archer Giant Skeleton

Shortest cycle

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

7 Ice Spirit Heal Spirit Wall Breakers Bandit

Attack Synergies 0 13

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
Wall Breakers Giant Skeleton Bandit
Heal Spirit
Zappies Giant Skeleton Bandit
Zappies
Heal Spirit Wall Breakers Giant Skeleton Bandit
Wall Breakers
Ice Spirit Zappies
Poison
Giant Skeleton
Giant Skeleton
Ice Spirit Heal Spirit Zappies Poison Bandit Magic Archer
Bandit
Ice Spirit Heal Spirit Zappies Giant Skeleton Magic Archer
Magic Archer
Giant Skeleton Bandit

Defense Synergies 0 9

Ice Spirit
Zappies Poison Giant Skeleton Bandit Magic Archer
Heal Spirit
Zappies
Ice Spirit Giant Skeleton Bandit
Wall Breakers
Poison
Ice Spirit
Giant Skeleton
Ice Spirit Zappies Magic Archer
Bandit
Ice Spirit Zappies Magic Archer
Magic Archer
Ice Spirit Giant Skeleton 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.

Zappies Magic Archer
Ice Spirit Zappies Bandit
Zappies Giant Skeleton Bandit
Zappies Bandit
Poison Giant Skeleton
Zappies Bandit Magic Archer
Ice Spirit Zappies Poison Magic Archer
Poison Giant Skeleton Bandit Magic Archer
Zappies
Ice Spirit Zappies Giant Skeleton Bandit
Poison Zappies Giant Skeleton Bandit Magic Archer
Zappies Poison Magic Archer
Ice Spirit Zappies Giant Skeleton Bandit
Ice Spirit Zappies Poison Magic Archer
Zappies Bandit
Ice Spirit Zappies Bandit
Zappies Poison
Ice Spirit Zappies Bandit Magic Archer
Poison Ice Spirit Zappies Giant Skeleton Bandit Magic Archer
Zappies
Zappies Poison Giant Skeleton Bandit

Counters to secondary win conditions

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

Zappies Giant Skeleton Bandit
Poison Bandit Magic Archer
Zappies Giant Skeleton Bandit Ice Spirit
Giant Skeleton Zappies Bandit
Giant Skeleton Zappies Bandit
Poison Ice Spirit Zappies Magic Archer
Zappies Giant Skeleton Bandit
Giant Skeleton Zappies
Giant Skeleton Ice Spirit Zappies Poison Bandit Magic Archer
Zappies
Zappies Giant Skeleton
Poison Giant Skeleton
Giant Skeleton Zappies Bandit
Zappies Magic Archer
Zappies Ice Spirit Poison Giant Skeleton Magic Archer
Poison Zappies Giant Skeleton Magic Archer

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.)

Poison Magic Archer Giant Skeleton Bandit
Poison Bandit Magic Archer
Poison Giant Skeleton Bandit Magic Archer
Poison Giant Skeleton
Poison Magic Archer
Poison Ice Spirit Magic Archer
Poison Magic Archer
Poison Ice Spirit Magic Archer
Poison Bandit
Poison
Poison Bandit Magic Archer
Poison Magic Archer
Poison Bandit Magic Archer
Poison Bandit Magic Archer
Poison Magic Archer
Poison Bandit Magic Archer
Magic Archer Poison Bandit
Poison
Poison Bandit Magic Archer
Poison Magic Archer
Poison Giant Skeleton Magic Archer
Poison
Poison
Poison Ice Spirit Magic Archer
Poison Bandit Magic Archer
Poison Bandit Magic Archer
Poison Bandit Magic Archer
Poison Magic Archer
Ice Spirit Zappies Poison
Poison Bandit Magic Archer
Ice Spirit Zappies Poison Magic Archer
Giant Skeleton
Poison Magic Archer
Ice Spirit Zappies Bandit Magic Archer
Poison Zappies Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison Giant Skeleton
Ice Spirit Zappies Poison Giant Skeleton Magic Archer
Zappies Poison Magic Archer
Poison Giant Skeleton Bandit Magic Archer

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