My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Hunter Ice Wizard Electro Wizard Night Witch

Defensive buildings

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

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tombstone Hunter Golem Ice Wizard Electro Wizard Night Witch

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.

Zap

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

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 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
Night Witch
Giant Snowball
Fire Spirit Tombstone Night Witch
Zap
Fire Spirit Tombstone Night Witch
Barbarian Barrel
Fire Spirit Tombstone Hunter Ice Wizard Electro Wizard Night Witch
The Log
Fire Spirit Tombstone Hunter
Earthquake
Tombstone
Arrows
Fire Spirit Tombstone Night Witch
Royal Delivery
Fire Spirit Hunter Ice Wizard Electro Wizard Night Witch
Fireball
Tombstone Hunter Ice Wizard Electro Wizard Night Witch
Poison
Tombstone Hunter Ice Wizard Electro Wizard Night Witch
Lightning
Tombstone Hunter Ice Wizard Electro Wizard Night Witch
Rocket
Hunter Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Hunter Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Hunter 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 Tombstone Golem Ice Wizard Night 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.

Fire Spirit 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.

Fire Spirit Zap Tombstone Ice Wizard Hunter Electro Wizard Night Witch Golem

Shortest cycle

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

9 Fire Spirit Zap Tombstone Ice Wizard

Attack Synergies 2 9

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
Zap Golem
Zap
Electro Wizard Fire Spirit Hunter Golem Ice Wizard Night Witch
Tombstone
Hunter
Zap Golem
Golem
Night Witch Fire Spirit Zap Hunter Ice Wizard Electro Wizard
Ice Wizard
Zap Golem
Electro Wizard
Zap Golem
Night Witch
Golem Zap

Defense Synergies 1 14

Fire Spirit
Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Tombstone Hunter Ice Wizard Night Witch
Tombstone
Zap Hunter Ice Wizard Electro Wizard Night Witch
Hunter
Zap Tombstone Ice Wizard Electro Wizard
Golem
Ice Wizard
Zap Tombstone Hunter Night Witch
Electro Wizard
Zap Fire Spirit Tombstone Hunter Night Witch
Night Witch
Zap Tombstone 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.

Zap Tombstone Electro Wizard
Hunter Zap Tombstone Ice Wizard Electro Wizard Night Witch
Hunter Fire Spirit Tombstone Ice Wizard Electro Wizard Night Witch
Hunter Night Witch Tombstone Ice Wizard Electro Wizard
Tombstone
Fire Spirit Zap Hunter Ice Wizard Electro Wizard Night Witch
Hunter Electro Wizard Fire Spirit Zap Tombstone Ice Wizard Night Witch
Zap Electro Wizard
Hunter Tombstone Ice Wizard Night Witch
Fire Spirit Hunter Ice Wizard Electro Wizard Night Witch
Ice Wizard Electro Wizard Zap Tombstone Hunter Night Witch
Hunter Zap Ice Wizard Electro Wizard Night Witch
Tombstone Hunter Night Witch Fire Spirit Zap Ice Wizard Electro Wizard
Fire Spirit Zap Tombstone Hunter Electro Wizard Night Witch
Tombstone Hunter Electro Wizard
Zap Hunter Electro Wizard
Tombstone Hunter Electro Wizard Night Witch
Fire Spirit Tombstone Zap Hunter Ice Wizard Electro Wizard Night Witch
Zap Hunter Fire Spirit Tombstone Ice Wizard Electro Wizard
Hunter Electro Wizard
Fire Spirit Hunter Electro Wizard Night Witch

Counters to secondary win conditions

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

Zap Tombstone Electro Wizard
Electro Wizard Zap Hunter
Tombstone Zap Hunter Electro Wizard
Hunter Zap Electro Wizard Night Witch
Tombstone Hunter Night Witch
Fire Spirit Zap Hunter Ice Wizard Electro Wizard
Tombstone Hunter Ice Wizard Electro Wizard Night Witch
Hunter
Zap Electro Wizard Tombstone
Tombstone
Tombstone Hunter
Zap Electro Wizard
Tombstone Hunter Night Witch
Tombstone Electro Wizard Zap Hunter Night Witch
Zap Hunter Ice Wizard Electro 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.)

Zap Ice Wizard Electro Wizard
Fire Spirit Zap
Fire Spirit Zap Hunter Ice Wizard
Fire Spirit
Fire Spirit Zap Hunter Ice Wizard
Zap
Fire Spirit Electro Wizard Night Witch
Zap Electro Wizard
Fire Spirit Zap
Fire Spirit Hunter
Zap
Zap Hunter
Night Witch
Fire Spirit Zap Hunter Electro Wizard
Fire Spirit Zap
Night Witch
Zap
Zap Fire Spirit Hunter Ice Wizard
Zap Hunter Ice Wizard Electro Wizard
Zap
Zap
Fire Spirit Zap Hunter Ice Wizard Electro Wizard Night Witch
Zap Electro Wizard
Night Witch
Zap Hunter Night Witch
Zap Electro Wizard
Zap Electro Wizard Fire Spirit Tombstone Night Witch
Fire Spirit Zap Hunter Ice Wizard Electro Wizard
Hunter Electro Wizard
Zap
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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