My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Great!
F2P score
Mediocre

1 warnings Why?

Deck tips

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

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.

Archers Witch 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.

Archers Giant Elixir Collector Witch Ice Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Rage Poison

Punishments

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

Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins Giant

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
Archers Giant
Giant Snowball
Goblins Archers Witch
Zap
Goblins Archers Witch
Barbarian Barrel
Goblins Archers Witch Ice Wizard
The Log
Goblins Archers Witch
Earthquake
Archers Elixir Collector Witch
Arrows
Goblins Archers Witch
Royal Delivery
Goblins Archers Witch Ice Wizard
Fireball
Archers Elixir Collector Witch Ice Wizard
Poison
Archers Elixir Collector Witch Ice Wizard
Lightning
Elixir Collector Witch Ice Wizard
Rocket
Elixir Collector Witch

Against air swarms

Spells and units that can counter air swarms.

Poison Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Poison 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.

Elixir Collector Rage Poison Ice Wizard

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.

Goblins 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Rage Archers Ice Wizard Poison Giant Witch Elixir Collector

Shortest cycle

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

10 Goblins Rage Archers Ice Wizard

Attack Synergies 3 5

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.

Goblins
Archers Giant
Archers
Goblins Giant
Giant
Rage Poison Goblins Archers Witch Ice Wizard
Elixir Collector
Rage
Giant Witch
Poison
Giant
Witch
Rage Giant
Ice Wizard
Giant

Defense Synergies 0 7

Goblins
Archers Poison Ice Wizard
Archers
Goblins Witch Ice Wizard
Giant
Elixir Collector
Rage
Poison
Goblins Ice Wizard
Witch
Archers Ice Wizard
Ice Wizard
Goblins Archers Poison Witch

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.

Goblins Witch Ice Wizard
Witch Goblins Archers Ice Wizard
Witch Goblins Ice Wizard
Poison
Goblins Archers Ice Wizard
Archers Poison Witch Ice Wizard
Poison
Witch Goblins Ice Wizard
Goblins Archers Ice Wizard
Goblins Archers Poison Witch Ice Wizard
Archers Poison Witch Ice Wizard
Witch Ice Wizard
Goblins Poison Witch
Goblins Poison Witch
Goblins Archers Witch Ice Wizard
Poison Witch Archers Ice Wizard
Goblins Archers Poison Witch

Counters to secondary win conditions

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

Goblins Archers Witch
Poison Archers
Goblins Witch
Witch
Poison Archers Witch Ice Wizard
Goblins Archers Witch Ice Wizard
Goblins Poison Witch
Witch
Witch
Poison
Witch
Archers Witch
Witch Goblins Archers Poison
Poison Archers Witch 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.)

Poison
Poison Ice Wizard
Poison
Poison
Poison
Poison Witch Ice Wizard
Archers Poison Witch
Poison Ice Wizard
Poison
Goblins Poison
Poison
Poison Archers
Poison
Poison
Poison
Poison Witch
Poison
Poison
Archers Poison
Poison Witch
Poison
Poison
Poison
Poison Witch Ice Wizard
Witch
Poison Witch Ice Wizard
Poison Witch
Poison
Poison Archers Witch Ice Wizard
Poison Witch
Poison
Poison
Poison
Archers Witch
Poison Archers Witch Ice Wizard
Poison
Poison
Poison
Poison Witch
Poison Witch
Poison Witch

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