My Best Clash Royale Deck

Deck Check Rating

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

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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Fire Spirit Archers Witch Princess Ice Wizard

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.

Bomber Archers Witch Golem Princess Ice Wizard

Offensive cards

Win conditions

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

Golem

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.

Princess

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.

Fire Spirit Golem Princess

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.

Golem

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
Bomber Archers Skeleton Army
Giant Snowball
Fire Spirit Bomber Archers Skeleton Army Witch Princess
Zap
Fire Spirit Bomber Archers Skeleton Army Witch Princess
Barbarian Barrel
Fire Spirit Bomber Archers Skeleton Army Witch Princess Ice Wizard
The Log
Fire Spirit Bomber Archers Skeleton Army Witch Princess
Earthquake
Bomber Archers Skeleton Army Witch
Arrows
Fire Spirit Bomber Archers Skeleton Army Witch Princess
Royal Delivery
Fire Spirit Bomber Archers Skeleton Army Witch Princess Ice Wizard
Fireball
Bomber Archers Skeleton Army Witch Princess Ice Wizard
Poison
Bomber Archers Skeleton Army Witch Princess Ice Wizard
Lightning
Witch Ice Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Witch Princess Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Princess 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.

Fire Spirit Skeleton Army Golem Princess Ice Wizard

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 Princess

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.

Fire Spirit 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Archers Skeleton Army Princess Ice Wizard Witch Golem

Shortest cycle

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

9 Fire Spirit Bomber Archers Skeleton Army

Attack Synergies 1 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.

Fire Spirit
Golem
Bomber
Golem
Archers
Golem
Skeleton Army
Witch
Golem
Golem
Bomber Fire Spirit Archers Witch Ice Wizard
Princess
Ice Wizard
Golem

Defense Synergies 0 7

Fire Spirit
Bomber
Archers
Skeleton Army Witch Ice Wizard
Skeleton Army
Archers Princess Ice Wizard
Witch
Archers Ice Wizard
Golem
Princess
Skeleton Army Ice Wizard
Ice Wizard
Archers Skeleton Army Witch Princess

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.

Bomber
Skeleton Army Bomber Witch Ice Wizard
Skeleton Army Witch Fire Spirit Bomber Archers Ice Wizard
Skeleton Army Witch Bomber Ice Wizard
Bomber Skeleton Army Princess
Skeleton Army Fire Spirit Bomber Archers Ice Wizard
Fire Spirit Archers Witch Princess Ice Wizard
Witch Skeleton Army Princess Ice Wizard
Skeleton Army Fire Spirit Bomber Archers Ice Wizard
Archers Skeleton Army Witch Ice Wizard Bomber Princess
Archers Witch Princess Ice Wizard
Skeleton Army Fire Spirit Bomber Witch Ice Wizard
Fire Spirit Bomber Skeleton Army Witch Princess
Skeleton Army
Skeleton Army
Bomber Skeleton Army Witch
Fire Spirit Bomber Archers Skeleton Army Witch Ice Wizard
Witch Fire Spirit Bomber Archers Princess Ice Wizard
Bomber Skeleton Army Fire Spirit Archers Witch

Counters to secondary win conditions

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

Skeleton Army Archers Witch
Bomber Archers
Skeleton Army Witch
Skeleton Army
Skeleton Army Witch
Fire Spirit Archers Witch Princess Ice Wizard
Skeleton Army Archers Witch Ice Wizard
Skeleton Army
Skeleton Army Witch
Witch Skeleton Army
Witch
Skeleton Army
Skeleton Army Witch
Bomber Archers Skeleton Army Witch Princess
Skeleton Army Witch Bomber Archers
Bomber Archers Witch Princess Ice Wizard

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.)

Princess
Princess Ice Wizard
Bomber Fire Spirit
Fire Spirit Witch Princess Ice Wizard
Fire Spirit Bomber Archers Witch Princess
Fire Spirit Princess Ice Wizard
Fire Spirit
Princess
Fire Spirit Archers Princess
Fire Spirit Princess
Princess
Princess
Bomber Witch Princess
Princess
Bomber
Fire Spirit Bomber Archers Princess
Fire Spirit Bomber Witch Princess
Princess
Fire Spirit Bomber Witch Princess Ice Wizard
Witch
Witch Princess Ice Wizard
Witch Princess
Fire Spirit Archers Witch Princess Ice Wizard
Witch
Bomber
Princess
Princess
Fire Spirit Archers Skeleton Army Witch Princess
Fire Spirit Archers Witch Princess Ice Wizard
Princess
Bomber Princess
Witch Princess
Witch Princess
Witch Princess

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