My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Electro Wizard Inferno Dragon

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.

Dark Prince Ice Wizard Royal Ghost Bandit Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

Punishments

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

Dark Prince Royal Ghost 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.

Dark Prince Royal Ghost Bandit

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 Royal Ghost Bandit Electro Wizard

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
Skeleton Army Dark Prince Bandit Inferno Dragon
Giant Snowball
Skeleton Army Inferno Dragon
Zap
Skeleton Army Dark Prince Bandit Inferno Dragon
Barbarian Barrel
Skeleton Army Dark Prince Ice Wizard Royal Ghost Bandit Electro Wizard
The Log
Skeleton Army Dark Prince Bandit
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Skeleton Army Dark Prince Ice Wizard Royal Ghost Bandit Electro Wizard Inferno Dragon
Fireball
Skeleton Army Ice Wizard Bandit Electro Wizard Inferno Dragon
Poison
Skeleton Army Ice Wizard Electro Wizard
Lightning
Dark Prince Ice Wizard Bandit Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Ice Wizard Royal Ghost

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.

Skeleton Army Dark Prince Ice Wizard Royal Ghost Inferno Dragon

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.

Skeleton Army

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 Wizard Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeleton Army Ice Wizard Royal Ghost Bandit Dark Prince Electro Wizard Inferno Dragon

Shortest cycle

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

9 Mirror Skeleton Army Ice Wizard Royal Ghost

Attack Synergies 0 10

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.

Mirror
Skeleton Army Royal Ghost
Skeleton Army
Mirror
Dark Prince
Ice Wizard Royal Ghost Bandit Electro Wizard
Ice Wizard
Dark Prince Bandit
Royal Ghost
Mirror Dark Prince Bandit Electro Wizard
Bandit
Dark Prince Ice Wizard Royal Ghost Electro Wizard
Electro Wizard
Dark Prince Royal Ghost Bandit
Inferno Dragon

Defense Synergies 1 16

Mirror
Skeleton Army Ice Wizard Electro Wizard Inferno Dragon
Skeleton Army
Mirror Ice Wizard Bandit Electro Wizard Inferno Dragon
Dark Prince
Ice Wizard Royal Ghost Bandit Electro Wizard
Ice Wizard
Mirror Skeleton Army Dark Prince Bandit Inferno Dragon
Royal Ghost
Dark Prince Electro Wizard
Bandit
Skeleton Army Dark Prince Ice Wizard Electro Wizard
Electro Wizard
Mirror Skeleton Army Dark Prince Royal Ghost Bandit Inferno Dragon
Inferno Dragon
Mirror Skeleton Army Ice Wizard Electro 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.

Electro Wizard
Skeleton Army Inferno Dragon Dark Prince Ice Wizard Bandit Electro Wizard
Skeleton Army Dark Prince Ice Wizard Bandit Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Dark Prince Ice Wizard Bandit Electro Wizard
Skeleton Army Dark Prince
Skeleton Army Dark Prince Ice Wizard Royal Ghost Bandit Electro Wizard
Electro Wizard Inferno Dragon Ice Wizard
Bandit Electro Wizard
Inferno Dragon Skeleton Army Ice Wizard
Skeleton Army Dark Prince Ice Wizard Royal Ghost Bandit Electro Wizard
Skeleton Army Ice Wizard Electro Wizard Dark Prince Royal Ghost Bandit
Inferno Dragon Ice Wizard Electro Wizard
Skeleton Army Dark Prince Ice Wizard Bandit Electro Wizard
Skeleton Army Dark Prince Royal Ghost Electro Wizard
Skeleton Army Inferno Dragon Bandit Electro Wizard
Skeleton Army Bandit Electro Wizard Inferno Dragon
Skeleton Army Dark Prince Electro Wizard
Skeleton Army Dark Prince Ice Wizard Royal Ghost Bandit Electro Wizard
Dark Prince Ice Wizard Royal Ghost Bandit Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Skeleton Army Dark Prince Royal Ghost Bandit Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Dark Prince Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Royal Ghost Inferno Dragon
Skeleton Army Bandit Dark Prince Electro Wizard
Skeleton Army Dark Prince Bandit Electro Wizard
Skeleton Army Dark Prince Bandit Inferno Dragon
Ice Wizard Electro Wizard
Skeleton Army Dark Prince Ice Wizard Bandit Electro Wizard
Skeleton Army Dark Prince Inferno Dragon
Electro Wizard Skeleton Army Dark Prince Bandit Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Dark Prince
Skeleton Army Dark Prince Electro Wizard
Skeleton Army Dark Prince Bandit
Skeleton Army
Skeleton Army Electro Wizard Dark Prince Inferno Dragon
Dark Prince Ice Wizard Royal Ghost Electro Wizard Inferno Dragon

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.)

Royal Ghost Bandit
Ice Wizard Royal Ghost Bandit Electro Wizard
Bandit
Dark Prince
Dark Prince
Ice Wizard
Ice Wizard
Bandit
Electro Wizard
Dark Prince Bandit Electro Wizard
Bandit
Bandit
Bandit
Bandit
Dark Prince Bandit Electro Wizard
Dark Prince Ice Wizard
Inferno Dragon
Ice Wizard Royal Ghost Bandit Electro Wizard
Bandit
Bandit
Ice Wizard Electro Wizard
Electro Wizard
Bandit
Electro Wizard
Electro Wizard Skeleton Army Dark Prince Bandit
Ice Wizard Electro Wizard
Dark Prince Electro Wizard
Dark Prince
Electro Wizard
Electro Wizard
Dark Prince Royal Ghost Bandit Electro Wizard

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