My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Ice Wizard Mother 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.

Royal Giant Witch Ice Wizard Mother Witch

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball The Log

Punishments

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

Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Spirit Barbarians Royal Giant

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.

Electro Spirit

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
Royal Giant
Giant Snowball
Barbarians Witch
Zap
Royal Giant Witch
Barbarian Barrel
Electro Spirit Barbarians Witch Ice Wizard
The Log
Electro Spirit Barbarians Royal Giant Witch
Earthquake
Barbarians Witch
Arrows
Electro Spirit Witch
Royal Delivery
Electro Spirit Barbarians Witch Ice Wizard Mother Witch
Fireball
Barbarians Witch Ice Wizard Mother Witch
Poison
Barbarians Witch Ice Wizard Mother Witch
Lightning
Witch Ice Wizard Mother Witch
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball 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.

Electro Spirit Ice Wizard Mother Witch

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Fireball

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.

Barbarians Fireball Witch 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit The Log Ice Wizard Fireball Mother Witch Barbarians Witch Royal Giant

Shortest cycle

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

10 Electro Spirit The Log Ice Wizard Fireball

Attack Synergies 3 6

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.

Electro Spirit
Royal Giant Fireball Mother Witch
Barbarians
Royal Giant
Fireball Ice Wizard Mother Witch Electro Spirit Witch The Log
Fireball
Royal Giant Electro Spirit The Log
Witch
Royal Giant
The Log
Royal Giant Fireball
Ice Wizard
Royal Giant
Mother Witch
Royal Giant Electro Spirit

Defense Synergies 1 7

Electro Spirit
The Log
Barbarians
Royal Giant
Fireball
The Log Ice Wizard
Witch
The Log Ice Wizard
The Log
Fireball Electro Spirit Witch Ice Wizard Mother Witch
Ice Wizard
Fireball Witch The Log Mother Witch
Mother Witch
The Log 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.

Fireball The Log
Barbarians Witch The Log Ice Wizard
Barbarians Witch Ice Wizard
Barbarians Witch Ice Wizard
Barbarians Fireball The Log
Fireball The Log Electro Spirit Ice Wizard Mother Witch
Electro Spirit Fireball Witch Ice Wizard
Electro Spirit Barbarians Fireball The Log
Barbarians Witch Ice Wizard
Barbarians Ice Wizard
Barbarians Witch Ice Wizard Mother Witch Electro Spirit Fireball The Log
Fireball Witch Ice Wizard
Barbarians Fireball Witch The Log Ice Wizard
Fireball Electro Spirit Barbarians Witch The Log
Barbarians
Barbarians Fireball The Log
Barbarians Fireball Witch
Fireball Electro Spirit Barbarians Witch The Log Ice Wizard
Witch The Log Electro Spirit Barbarians Fireball Ice Wizard Mother Witch
Barbarians
Electro Spirit Barbarians Fireball Witch The Log Mother Witch

Counters to secondary win conditions

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

Barbarians Fireball Witch
Fireball The Log
Barbarians Witch The Log
Barbarians Fireball The Log
Barbarians Witch
Fireball Mother Witch Electro Spirit Witch Ice Wizard
Barbarians Fireball Witch Ice Wizard
Barbarians
Electro Spirit Barbarians Fireball Witch The Log
Witch Barbarians
Barbarians Witch
Barbarians Fireball The Log
Barbarians Fireball Witch
Barbarians Fireball Witch
Barbarians Witch Electro Spirit Fireball The Log
Electro Spirit Barbarians Fireball Witch The Log Ice Wizard Mother Witch
Fireball

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.)

Fireball The Log
Fireball The Log Ice Wizard
Fireball The Log
Barbarians Fireball The Log
Fireball The Log
Fireball Mother Witch Electro Spirit Witch Ice Wizard
Witch The Log
Fireball The Log Ice Wizard
Fireball The Log
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball Witch The Log
Fireball The Log
Fireball
Fireball The Log
Fireball Witch The Log Mother Witch
Fireball The Log
Fireball
The Log
Barbarians Fireball The Log
The Log Mother Witch Electro Spirit Fireball Witch Ice Wizard
Witch
Fireball The Log Witch Ice Wizard
Fireball Witch The Log
Fireball The Log
Fireball Witch Ice Wizard Mother Witch
Electro Spirit Fireball Witch
Fireball
Fireball The Log
Electro Spirit Fireball
Fireball The Log
Electro Spirit Barbarians Fireball Witch
Fireball Witch Ice Wizard
The Log Fireball
Fireball
The Log Fireball
Fireball
Electro Spirit Fireball Witch The Log
Fireball Witch
Fireball Witch The Log

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