My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Mediocre
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 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.

Zappies Witch Goblin Giant

Defensive buildings

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

Barbarian Hut

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 Zappies Barbarian Hut Witch Goblin Giant Fisherman

Offensive cards

Win conditions

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

Goblin Giant

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.

Goblin Giant

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 Spirit Knight Goblin 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
Fisherman
Giant Snowball
Zappies Witch Fisherman
Zap
Zappies Witch Goblin Giant Fisherman
Barbarian Barrel
Ice Spirit Knight Zappies Barbarian Hut Witch
The Log
Ice Spirit Zappies Barbarian Hut Witch Fisherman
Earthquake
Zappies Barbarian Hut Witch
Arrows
Ice Spirit Zappies Witch
Royal Delivery
Ice Spirit Knight Zappies Witch Fisherman
Fireball
Zappies Barbarian Hut Witch Fisherman
Poison
Zappies Barbarian Hut Witch Fisherman
Lightning
Knight Barbarian Hut Witch Fisherman
Rocket
Barbarian Hut Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap

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

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 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.

Ice Spirit Zap Knight Fisherman Zappies Witch Barbarian Hut Goblin Giant

Shortest cycle

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

9 Ice Spirit Zap Knight Fisherman

Attack Synergies 3 15

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 Barbarian Hut Witch Goblin Giant Fisherman
Zap
Ice Spirit Goblin Giant Knight Zappies Barbarian Hut Witch Fisherman
Knight
Ice Spirit Zap Zappies Barbarian Hut Witch
Zappies
Zap Knight Goblin Giant
Barbarian Hut
Ice Spirit Zap Knight
Witch
Ice Spirit Zap Knight Goblin Giant
Goblin Giant
Zap Ice Spirit Zappies Witch Fisherman
Fisherman
Ice Spirit Zap Goblin Giant

Defense Synergies 2 16

Ice Spirit
Zap Knight Zappies Witch Goblin Giant Fisherman
Zap
Ice Spirit Goblin Giant Knight Zappies Barbarian Hut Witch Fisherman
Knight
Ice Spirit Zap Zappies Barbarian Hut Witch Fisherman
Zappies
Ice Spirit Zap Knight Fisherman
Barbarian Hut
Zap Knight
Witch
Ice Spirit Zap Knight Fisherman
Goblin Giant
Zap Ice Spirit
Fisherman
Ice Spirit Zap Knight Zappies 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.

Barbarian Hut Zap Knight Zappies Goblin Giant
Barbarian Hut Ice Spirit Zap Knight Zappies Witch Fisherman
Barbarian Hut Witch Fisherman Knight Zappies
Barbarian Hut Witch Knight Zappies Fisherman
Zap Zappies
Ice Spirit Zap Zappies Barbarian Hut Witch
Barbarian Hut Zap Goblin Giant
Zappies Barbarian Hut Witch Fisherman
Knight Ice Spirit Zappies Fisherman
Witch Zap Knight Zappies Goblin Giant Fisherman
Zap Zappies Barbarian Hut Witch
Barbarian Hut Ice Spirit Zap Knight Zappies Witch
Barbarian Hut Ice Spirit Zap Zappies Witch
Barbarian Hut Knight Zappies
Barbarian Hut Ice Spirit Zap Zappies Fisherman
Barbarian Hut Knight Zappies Witch Fisherman
Ice Spirit Zap Knight Zappies Barbarian Hut Witch Fisherman
Zap Witch Ice Spirit Knight Zappies Barbarian Hut Fisherman
Barbarian Hut Zappies Fisherman
Knight Zappies Witch Goblin Giant Fisherman

Counters to secondary win conditions

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

Knight Barbarian Hut Zap Zappies Witch Fisherman
Zap Knight Fisherman
Zappies Ice Spirit Zap Knight Barbarian Hut Witch Goblin Giant Fisherman
Zap Knight Zappies Barbarian Hut Goblin Giant Fisherman
Barbarian Hut Knight Zappies Witch Goblin Giant Fisherman
Ice Spirit Zap Zappies Witch Goblin Giant
Knight Zappies Barbarian Hut Witch Goblin Giant
Knight Zappies Barbarian Hut Goblin Giant Fisherman
Zap Ice Spirit Knight Zappies Barbarian Hut Witch
Witch Zappies Barbarian Hut Goblin Giant
Knight Zappies Witch
Zap Goblin Giant
Knight Zappies Barbarian Hut Witch Goblin Giant
Zappies Barbarian Hut Witch
Zappies Witch Ice Spirit Zap Knight Barbarian Hut Goblin Giant Fisherman
Zap Zappies Barbarian Hut 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.)

Knight Barbarian Hut
Zap Fisherman
Barbarian Hut Goblin Giant
Knight Barbarian Hut
Zap
Ice Spirit Zap Witch Goblin Giant
Witch
Ice Spirit Zap Barbarian Hut
Zap Fisherman
Fisherman
Zap Knight Fisherman
Zap
Knight Barbarian Hut Fisherman
Fisherman
Zap Barbarian Hut Fisherman
Zap Barbarian Hut Witch
Barbarian Hut
Fisherman
Zap Fisherman
Zap Witch
Fisherman
Zap Barbarian Hut
Zap Ice Spirit Witch
Witch Fisherman
Zap Witch Fisherman
Zap Witch Fisherman
Zap Fisherman
Zap Witch
Zap Ice Spirit Zappies Witch
Zap
Zap Ice Spirit Zappies
Zap Ice Spirit Zappies Barbarian Hut Witch
Zap Zappies Witch
Knight
Zap
Zap
Zap Ice Spirit Zappies Witch
Zap Zappies Witch
Zap Witch Goblin Giant

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