My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
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!

Advanced stuff

Defensive cards

Anti-air

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

Princess Ice Wizard Electro Wizard Inferno Dragon Magic Archer

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.

Princess Ice Wizard Fisherman Electro Wizard Inferno Dragon Magic Archer Mega Knight

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.

Princess Mega Knight

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.

Princess Magic Archer Mega Knight

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 Wizard Magic Archer

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
Fisherman Inferno Dragon
Giant Snowball
Princess Fisherman Inferno Dragon
Zap
Princess Fisherman Inferno Dragon
Barbarian Barrel
Princess Ice Wizard Electro Wizard Magic Archer
The Log
Princess Fisherman
Earthquake
Arrows
Princess
Royal Delivery
Princess Ice Wizard Fisherman Electro Wizard Inferno Dragon Magic Archer
Fireball
Princess Ice Wizard Fisherman Electro Wizard Inferno Dragon Magic Archer
Poison
Princess Ice Wizard Fisherman Electro Wizard Magic Archer
Lightning
Ice Wizard Fisherman Electro Wizard Inferno Dragon Magic Archer
Rocket
Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Princess Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Princess Ice Wizard Magic Archer Mega Knight

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.

Princess Ice Wizard Inferno Dragon Mega Knight

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.

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.

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 Princess Ice Wizard Fisherman Electro Wizard Inferno Dragon Magic Archer Mega Knight

Shortest cycle

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

9 Mirror Princess Ice Wizard Fisherman

Attack Synergies 1 8

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
Princess Magic Archer
Princess
Mirror Mega Knight
Ice Wizard
Fisherman
Fisherman
Ice Wizard Mega Knight
Electro Wizard
Magic Archer Mega Knight
Inferno Dragon
Mega Knight
Magic Archer
Mirror Electro Wizard Mega Knight
Mega Knight
Inferno Dragon Princess Fisherman Electro Wizard Magic Archer

Defense Synergies 0 18

Mirror
Princess Ice Wizard Electro Wizard Inferno Dragon Magic Archer Mega Knight
Princess
Mirror Ice Wizard Mega Knight
Ice Wizard
Mirror Princess Fisherman Inferno Dragon Mega Knight
Fisherman
Ice Wizard Magic Archer Mega Knight
Electro Wizard
Mirror Inferno Dragon Magic Archer Mega Knight
Inferno Dragon
Mirror Ice Wizard Electro Wizard Mega Knight
Magic Archer
Mirror Fisherman Electro Wizard Mega Knight
Mega Knight
Mirror Princess Ice Wizard Fisherman Electro Wizard Inferno Dragon Magic Archer

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 Magic Archer
Inferno Dragon Ice Wizard Fisherman Electro Wizard Mega Knight
Fisherman Mega Knight Ice Wizard Electro Wizard Inferno Dragon
Inferno Dragon Ice Wizard Fisherman Electro Wizard Mega Knight
Princess Mega Knight
Ice Wizard Electro Wizard Magic Archer Mega Knight
Electro Wizard Inferno Dragon Princess Ice Wizard Magic Archer
Electro Wizard Magic Archer Mega Knight
Inferno Dragon Princess Ice Wizard Fisherman
Ice Wizard Fisherman Electro Wizard Mega Knight
Ice Wizard Electro Wizard Princess Fisherman Magic Archer Mega Knight
Inferno Dragon Princess Ice Wizard Electro Wizard Magic Archer
Mega Knight Ice Wizard Electro Wizard
Mega Knight Princess Electro Wizard Magic Archer
Inferno Dragon Electro Wizard Mega Knight
Fisherman Electro Wizard Inferno Dragon Mega Knight
Mega Knight Fisherman Electro Wizard
Mega Knight Ice Wizard Fisherman Electro Wizard Magic Archer
Princess Ice Wizard Fisherman Electro Wizard Inferno Dragon Magic Archer Mega Knight
Fisherman Electro Wizard Inferno Dragon
Mega Knight Fisherman Electro Wizard

Counters to secondary win conditions

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

Mega Knight Fisherman Electro Wizard
Electro Wizard Fisherman Inferno Dragon Magic Archer Mega Knight
Mega Knight Fisherman Electro Wizard
Mega Knight Fisherman Electro Wizard
Fisherman Inferno Dragon Mega Knight
Princess Ice Wizard Electro Wizard Magic Archer
Ice Wizard Electro Wizard
Mega Knight Fisherman Inferno Dragon
Electro Wizard Mega Knight Inferno Dragon Magic Archer
Inferno Dragon
Inferno Dragon Mega Knight
Mega Knight Electro Wizard
Mega Knight
Princess Magic Archer Mega Knight
Electro Wizard Fisherman Inferno Dragon Magic Archer
Mega Knight Princess Ice Wizard Electro Wizard Inferno Dragon Magic Archer

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 Magic Archer
Princess Ice Wizard Fisherman Electro Wizard Magic Archer
Magic Archer
Magic Archer Mega Knight
Princess Ice Wizard Magic Archer
Princess Magic Archer
Princess Ice Wizard Magic Archer
Fisherman
Fisherman Electro Wizard
Princess Fisherman Electro Wizard Magic Archer
Princess Magic Archer
Princess Fisherman Magic Archer
Princess Fisherman Magic Archer
Princess Fisherman Magic Archer
Princess Magic Archer
Magic Archer Princess Mega Knight
Fisherman
Princess Fisherman Electro Wizard Magic Archer Mega Knight
Princess Magic Archer Mega Knight
Magic Archer Mega Knight
Princess
Fisherman
Princess Ice Wizard Magic Archer Mega Knight
Fisherman Inferno Dragon
Princess Ice Wizard Fisherman Electro Wizard Magic Archer
Princess Fisherman Magic Archer Mega Knight
Fisherman Magic Archer
Princess Ice Wizard Electro Wizard Magic Archer
Electro Wizard
Magic Archer Mega Knight
Princess Electro Wizard Magic Archer
Mega Knight
Princess Magic Archer
Electro Wizard Princess Magic Archer
Princess Ice Wizard Electro Wizard Magic Archer
Princess Electro Wizard Magic Archer Mega Knight
Princess Magic Archer
Mega Knight
Princess Electro Wizard Magic Archer
Princess Electro Wizard Magic Archer
Princess Electro Wizard Magic Archer Mega Knight

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