My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Bats Inferno Tower Mother Witch

Defensive buildings

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

Inferno Tower

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 Bats Knight Electro Giant Mother Witch

Offensive cards

Win conditions

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

Electro Giant

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 Knight Electro Giant

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 Bats Guards
Giant Snowball
Skeletons Bats Guards
Zap
Skeletons Bats Inferno Tower Guards
Barbarian Barrel
Skeletons Ice Spirit Knight Inferno Tower Guards
The Log
Skeletons Ice Spirit Guards
Earthquake
Skeletons Inferno Tower Guards
Arrows
Skeletons Ice Spirit Bats Guards
Royal Delivery
Skeletons Ice Spirit Bats Knight Guards Mother Witch
Fireball
Inferno Tower Mother Witch
Poison
Bats Inferno Tower Guards Mother Witch
Lightning
Knight Inferno Tower Mother Witch
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Electro Giant

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 Bats Knight Inferno Tower Guards Electro Giant Mother 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

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 Bats Knight Guards Mother Witch Inferno Tower Electro Giant

Shortest cycle

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

7 Skeletons Ice Spirit Bats Knight

Attack Synergies 2 4

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
Knight Bats Guards
Bats
Knight Ice Spirit
Knight
Ice Spirit Bats Mother Witch
Inferno Tower
Guards
Ice Spirit
Electro Giant
Mother Witch
Mother Witch
Knight Electro Giant

Defense Synergies 4 10

Skeletons
Ice Spirit Bats Knight Inferno Tower
Ice Spirit
Inferno Tower Skeletons Bats Knight Guards
Bats
Knight Skeletons Ice Spirit Inferno Tower
Knight
Bats Inferno Tower Skeletons Ice Spirit Mother Witch
Inferno Tower
Ice Spirit Knight Guards Skeletons Bats
Guards
Inferno Tower Ice Spirit Mother Witch
Electro Giant
Mother Witch
Knight Guards

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.

Knight Inferno Tower
Inferno Tower Skeletons Ice Spirit Bats Knight
Inferno Tower Skeletons Bats Knight
Inferno Tower Skeletons Bats Knight Guards
Skeletons Bats Guards Mother Witch
Bats Inferno Tower Ice Spirit
Inferno Tower Electro Giant
Inferno Tower Skeletons
Knight Guards Skeletons Ice Spirit Inferno Tower
Bats Guards Mother Witch Skeletons Knight Electro Giant
Inferno Tower Bats
Inferno Tower Skeletons Ice Spirit Bats Knight Guards
Ice Spirit Bats Guards
Inferno Tower Knight
Inferno Tower Ice Spirit Electro Giant
Skeletons Bats Knight Inferno Tower
Ice Spirit Bats Knight Guards
Ice Spirit Bats Knight Guards Mother Witch
Inferno Tower
Bats Knight Guards Electro Giant Mother Witch

Counters to secondary win conditions

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

Knight Guards Skeletons Inferno Tower Electro Giant
Knight
Guards Skeletons Ice Spirit Bats Knight Inferno Tower
Guards Bats Knight Inferno Tower
Inferno Tower Skeletons Knight Guards
Electro Giant Mother Witch Skeletons Ice Spirit Bats
Guards Skeletons Bats Knight Inferno Tower
Inferno Tower Knight
Skeletons Ice Spirit Bats Knight Inferno Tower
Inferno Tower Skeletons Guards
Bats Knight Inferno Tower Guards
Guards Electro Giant
Skeletons Knight Inferno Tower Guards
Electro Giant
Inferno Tower Guards Electro Giant Skeletons Ice Spirit Bats Knight
Bats Inferno Tower Electro Giant Mother 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.)

Knight Guards
Knight Guards
Electro Giant Mother Witch Ice Spirit Bats
Ice Spirit
Bats Guards
Knight
Knight
Bats
Electro Giant Mother Witch
Electro Giant Mother Witch Ice Spirit
Bats Electro Giant Mother Witch
Ice Spirit Bats Guards Electro Giant
Ice Spirit
Ice Spirit Bats Guards
Knight
Electro Giant
Electro Giant Ice Spirit Bats Guards
Bats
Electro Giant

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