My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Golem Witch Electro 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.

Ice Golem Dark Prince Witch Prince Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog Rider Dark Prince Prince

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 Golem Hog Rider Dark Prince Prince

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.

Hog Rider Dark Prince 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
Hog Rider Dark Prince Prince
Giant Snowball
Hog Rider Witch
Zap
Dark Prince Witch Prince
Barbarian Barrel
Dark Prince Witch Electro Wizard
The Log
Hog Rider Dark Prince Witch Prince
Earthquake
Hog Rider Witch
Arrows
Witch
Royal Delivery
Hog Rider Dark Prince Witch Prince Electro Wizard
Fireball
Hog Rider Witch Electro Wizard
Poison
Witch Electro Wizard
Lightning
Ice Golem Dark Prince Witch Prince Electro Wizard
Rocket
Hog Rider Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem Dark Prince

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 Golem Dark Prince Prince

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 Golem Witch 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 Zap Ice Golem Hog Rider Dark Prince Electro Wizard Witch Prince

Shortest cycle

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

8 Mirror Zap Ice Golem Hog Rider

Attack Synergies 7 14

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.

Zap
Hog Rider Mirror Prince Electro Wizard Ice Golem Dark Prince Witch
Ice Golem
Hog Rider Prince Zap Witch Electro Wizard
Hog Rider
Zap Ice Golem Mirror Dark Prince Witch Prince Electro Wizard
Mirror
Zap Hog Rider
Dark Prince
Prince Zap Hog Rider Witch Electro Wizard
Witch
Zap Ice Golem Hog Rider Dark Prince Prince
Prince
Zap Ice Golem Dark Prince Hog Rider Witch Electro Wizard
Electro Wizard
Zap Ice Golem Hog Rider Dark Prince Prince

Defense Synergies 2 13

Zap
Mirror Electro Wizard Ice Golem Dark Prince Witch Prince
Ice Golem
Zap Witch Electro Wizard
Hog Rider
Mirror
Zap Electro Wizard
Dark Prince
Zap Witch Prince Electro Wizard
Witch
Zap Ice Golem Dark Prince Prince Electro Wizard
Prince
Zap Dark Prince Witch Electro Wizard
Electro Wizard
Zap Ice Golem Mirror Dark Prince Witch Prince

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 Ice Golem Electro Wizard
Zap Dark Prince Witch Prince Electro Wizard
Witch Prince Dark Prince Electro Wizard
Witch Prince Dark Prince Electro Wizard
Dark Prince Prince
Zap Dark Prince Electro Wizard
Electro Wizard Zap Witch
Zap Ice Golem Electro Wizard
Witch Prince
Ice Golem Dark Prince Prince Electro Wizard
Witch Electro Wizard Zap Ice Golem Dark Prince
Zap Witch Electro Wizard
Prince Zap Dark Prince Witch Electro Wizard
Zap Dark Prince Witch Prince Electro Wizard
Prince Electro Wizard
Zap Prince Electro Wizard
Dark Prince Witch Prince Electro Wizard
Zap Dark Prince Witch Prince Electro Wizard
Zap Witch Ice Golem Dark Prince Electro Wizard
Prince Electro Wizard
Dark Prince Witch Prince Electro Wizard

Counters to secondary win conditions

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

Zap Ice Golem Dark Prince Witch Prince Electro Wizard
Electro Wizard Zap Ice Golem Prince
Zap Ice Golem Dark Prince Witch Prince Electro Wizard
Dark Prince Prince Zap Ice Golem Electro Wizard
Dark Prince Witch Prince
Zap Ice Golem Witch Electro Wizard
Dark Prince Prince Ice Golem Witch Electro Wizard
Dark Prince Prince
Zap Electro Wizard Ice Golem Dark Prince Witch Prince
Witch
Dark Prince Witch Prince
Zap Dark Prince Prince Electro Wizard
Dark Prince Prince Ice Golem Witch
Witch
Witch Electro Wizard Zap Ice Golem Dark Prince Prince
Zap Ice Golem Dark Prince Witch 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.)

Ice Golem
Zap Electro Wizard
Ice Golem Dark Prince Prince
Zap Dark Prince
Zap Ice Golem Witch
Witch
Zap Ice Golem
Zap
Prince Electro Wizard
Zap Dark Prince Prince Electro Wizard
Zap
Ice Golem
Zap Ice Golem Prince
Zap Witch
Zap Dark Prince Prince Electro Wizard
Zap Witch
Prince
Prince
Zap
Zap Ice Golem Dark Prince Witch
Witch
Zap Witch Electro Wizard
Zap Witch Prince
Zap
Zap Ice Golem Witch Electro Wizard
Zap Electro Wizard Witch
Zap
Zap Electro Wizard
Prince
Zap Electro Wizard Dark Prince Witch Prince
Zap Witch Electro Wizard
Dark Prince Prince Electro Wizard
Zap Ice Golem
Zap
Dark Prince Prince
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Dark Prince Witch Prince Electro Wizard

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