My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Witch

Defensive buildings

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

Cannon

Investments

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

Ice Spirit Knight Witch

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 Fireball Tornado

Punishments

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

Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Ice Spirit Knight Hog Rider

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

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
Giant Snowball
Cannon Hog Rider Witch
Zap
Cannon Witch
Barbarian Barrel
Ice Spirit Knight Cannon Witch
The Log
Ice Spirit Cannon Hog Rider Witch
Earthquake
Cannon Hog Rider Witch
Arrows
Ice Spirit Witch
Royal Delivery
Ice Spirit Knight Hog Rider Witch
Fireball
Cannon Hog Rider Witch
Poison
Cannon Witch
Lightning
Knight Cannon Witch
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Tornado

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 Spirit Knight Tornado

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.

Fireball

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 Spirit Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Knight Cannon Tornado Fireball Hog Rider Witch

Shortest cycle

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

9 Ice Spirit Zap Knight Cannon

Attack Synergies 9 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.

Ice Spirit
Zap Knight Hog Rider Witch
Zap
Ice Spirit Fireball Hog Rider Tornado Knight Witch
Knight
Ice Spirit Hog Rider Zap Fireball Witch
Cannon
Fireball
Zap Hog Rider Tornado Knight
Hog Rider
Ice Spirit Zap Knight Fireball Tornado Witch
Tornado
Zap Fireball Hog Rider Witch
Witch
Ice Spirit Zap Knight Hog Rider Tornado

Defense Synergies 5 14

Ice Spirit
Zap Knight Cannon Fireball Tornado Witch
Zap
Ice Spirit Cannon Fireball Knight Tornado Witch
Knight
Cannon Ice Spirit Zap Fireball Tornado Witch
Cannon
Zap Knight Ice Spirit Fireball Witch
Fireball
Zap Tornado Ice Spirit Knight Cannon
Hog Rider
Tornado
Fireball Ice Spirit Zap Knight Witch
Witch
Ice Spirit Zap Knight Cannon Tornado

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 Knight Cannon Fireball
Ice Spirit Zap Knight Cannon Witch
Cannon Tornado Witch Knight
Cannon Witch Knight
Fireball Tornado
Fireball Tornado Zap Cannon
Tornado Ice Spirit Zap Cannon Fireball Witch
Zap Cannon Fireball
Cannon Witch Tornado
Knight Tornado Ice Spirit Cannon
Witch Zap Knight Cannon Fireball Tornado
Zap Fireball Tornado Witch
Cannon Ice Spirit Zap Knight Fireball Witch
Fireball Ice Spirit Zap Cannon Tornado Witch
Knight Cannon
Tornado Ice Spirit Zap Cannon Fireball
Knight Cannon Fireball Tornado Witch
Ice Spirit Cannon Fireball Zap Knight Tornado Witch
Zap Tornado Witch Ice Spirit Knight Cannon Fireball
Cannon Tornado
Knight Cannon Fireball Witch

Counters to secondary win conditions

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

Knight Zap Fireball Witch
Fireball Zap Knight
Ice Spirit Zap Knight Witch
Zap Knight Fireball Tornado
Knight Cannon Witch
Fireball Ice Spirit Zap Tornado Witch
Knight Fireball Witch
Knight
Zap Ice Spirit Knight Fireball Tornado Witch
Witch Cannon
Knight Witch
Zap Fireball Tornado
Knight Cannon Fireball Witch
Cannon Fireball Witch
Witch Ice Spirit Zap Knight Fireball Tornado
Zap Cannon Fireball 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.)

Fireball Knight
Fireball Zap Tornado
Fireball
Knight Fireball
Fireball Zap
Fireball Ice Spirit Zap Tornado Witch
Tornado Witch
Fireball Ice Spirit Zap Tornado
Fireball Zap Tornado
Fireball Tornado
Zap Knight Fireball Tornado
Fireball Zap Tornado
Knight Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball Tornado
Zap Fireball
Zap Fireball Tornado Witch
Fireball
Fireball Tornado
Tornado
Zap Fireball
Zap Tornado Ice Spirit Fireball Witch
Witch
Fireball Zap Tornado Witch
Fireball Zap Tornado Witch
Fireball Zap Tornado
Zap Fireball Tornado Witch
Zap Ice Spirit Fireball Witch
Fireball
Zap Fireball
Zap Ice Spirit Fireball
Fireball
Zap Ice Spirit Fireball Witch
Fireball Zap Tornado Witch
Fireball
Fireball Knight
Zap Fireball
Zap Fireball Tornado
Zap Ice Spirit Fireball Tornado Witch
Zap Fireball Tornado Witch
Zap Fireball Tornado Witch

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