My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Fire Spirit Bats Minion Horde Wizard Witch

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.

Bats Wizard Witch Prince

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.

Zap Rage

Punishments

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

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.

Fire Spirit Minion Horde Prince

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
Bats Minion Horde Prince
Giant Snowball
Fire Spirit Bats Minion Horde Witch
Zap
Fire Spirit Bats Minion Horde Witch Prince
Barbarian Barrel
Fire Spirit Wizard Witch
The Log
Fire Spirit Witch Prince
Earthquake
Witch
Arrows
Fire Spirit Bats Minion Horde Witch
Royal Delivery
Fire Spirit Bats Minion Horde Wizard Witch Prince
Fireball
Minion Horde Wizard Witch
Poison
Bats Minion Horde Wizard Witch
Lightning
Wizard Witch Prince
Rocket
Minion Horde Wizard Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Bats Rage 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.

Fire Spirit Minion Horde Wizard Witch

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Rage Minion Horde Wizard Witch Prince

Shortest cycle

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

7 Fire Spirit Bats Zap Rage

Attack Synergies 3 12

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 Prince
Bats
Zap Rage Prince
Zap
Prince Fire Spirit Bats Minion Horde Witch
Minion Horde
Rage Zap Prince
Wizard
Rage Prince
Rage
Minion Horde Witch Bats Wizard Prince
Witch
Rage Zap Prince
Prince
Zap Fire Spirit Bats Minion Horde Wizard Rage Witch

Defense Synergies 0 8

Fire Spirit
Zap
Bats
Zap Prince
Zap
Fire Spirit Bats Minion Horde Witch Prince
Minion Horde
Zap
Wizard
Prince
Rage
Witch
Zap Prince
Prince
Bats Zap Wizard 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.

Zap Minion Horde Wizard
Minion Horde Bats Zap Witch Prince
Minion Horde Witch Prince Fire Spirit Bats
Minion Horde Witch Prince Bats
Prince
Fire Spirit Bats Zap
Bats Minion Horde Fire Spirit Zap Wizard Witch
Zap
Minion Horde Witch Prince
Fire Spirit Minion Horde Prince
Bats Minion Horde Witch Zap Wizard
Minion Horde Bats Zap Wizard Witch
Minion Horde Prince Fire Spirit Bats Zap Wizard Witch
Fire Spirit Wizard Bats Zap Minion Horde Witch Prince
Minion Horde Prince
Minion Horde Zap Prince
Minion Horde Wizard Bats Witch Prince
Fire Spirit Bats Zap Minion Horde Wizard Witch Prince
Zap Wizard Witch Fire Spirit Bats
Prince
Wizard Fire Spirit Bats Minion Horde Witch Prince

Counters to secondary win conditions

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

Zap Witch Prince
Zap Wizard Prince
Bats Zap Minion Horde Witch Prince
Prince Bats Zap Minion Horde
Minion Horde Witch Prince
Fire Spirit Wizard Bats Zap Minion Horde Witch
Prince Bats Minion Horde Witch
Minion Horde Prince
Zap Minion Horde Bats Witch Prince
Witch Minion Horde
Bats Minion Horde Witch Prince
Zap Prince
Prince Minion Horde Wizard Witch
Wizard Minion Horde Witch
Witch Bats Zap Minion Horde Prince
Bats Zap Minion Horde Wizard Witch

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.)

Minion Horde
Zap
Minion Horde
Prince
Wizard Fire Spirit Zap Minion Horde
Wizard Fire Spirit Bats Zap Minion Horde Witch
Fire Spirit Minion Horde Wizard Witch
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Bats Minion Horde Prince
Zap Minion Horde Wizard Prince
Fire Spirit Zap Wizard
Fire Spirit
Minion Horde
Zap Prince
Zap Minion Horde Wizard Witch
Minion Horde Wizard
Bats Minion Horde
Fire Spirit Zap Wizard Prince
Fire Spirit Zap Wizard Witch
Minion Horde Prince
Wizard
Prince
Zap Minion Horde
Zap Fire Spirit Wizard Witch
Minion Horde Witch
Zap Wizard Witch
Zap Wizard Witch Prince
Zap
Fire Spirit Bats Zap Minion Horde Wizard Witch
Zap Bats Minion Horde Wizard Witch
Minion Horde
Zap Minion Horde Wizard
Zap Minion Horde
Minion Horde Prince
Wizard
Zap Minion Horde Fire Spirit Bats Witch Prince
Fire Spirit Zap Wizard Witch
Minion Horde Wizard Prince
Zap Wizard
Zap
Minion Horde Prince
Zap Bats Minion Horde Witch
Bats Zap Witch
Zap Witch Prince

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: