My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
RIP

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.

Wizard Witch Night 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.

Wizard Dark Prince Witch Night Witch

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.

Freeze The Log

Punishments

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

Dark 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.

Dark Prince

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.

Dark 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
Guards Skeleton Army Dark Prince Night Witch
Giant Snowball
Guards Skeleton Army Witch Night Witch
Zap
Guards Skeleton Army Dark Prince Witch Night Witch
Barbarian Barrel
Wizard Guards Skeleton Army Dark Prince Witch Night Witch
The Log
Guards Skeleton Army Dark Prince Witch
Earthquake
Guards Skeleton Army Witch
Arrows
Guards Skeleton Army Witch Night Witch
Royal Delivery
Wizard Guards Skeleton Army Dark Prince Witch Night Witch
Fireball
Wizard Skeleton Army Witch Night Witch
Poison
Wizard Guards Skeleton Army Witch Night Witch
Lightning
Wizard Dark Prince Witch Night Witch
Rocket
Wizard Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Dark Prince Freeze The Log

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.

Guards Skeleton Army Dark Prince Freeze Night Witch

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.

Skeleton Army

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Guards Skeleton Army Dark Prince Freeze Night Witch Wizard Witch

Shortest cycle

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

12 The Log Guards Skeleton Army Dark Prince

Attack Synergies 0 3

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.

Wizard
Dark Prince
Guards
The Log
Skeleton Army
Dark Prince
Wizard Witch
Freeze
Witch
Dark Prince
The Log
Guards
Night Witch

Defense Synergies 0 15

Wizard
Guards Skeleton Army Dark Prince Freeze The Log
Guards
Wizard Skeleton Army Witch The Log
Skeleton Army
Wizard Guards Freeze The Log
Dark Prince
Wizard Witch The Log Night Witch
Freeze
Wizard Skeleton Army
Witch
Guards Dark Prince The Log
The Log
Wizard Guards Skeleton Army Dark Prince Witch Night Witch
Night Witch
Dark Prince The Log

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.

Wizard The Log
Skeleton Army Dark Prince Witch The Log Night Witch
Skeleton Army Witch Dark Prince Freeze Night Witch
Skeleton Army Witch Night Witch Guards Dark Prince
Skeleton Army Dark Prince The Log
Skeleton Army Freeze The Log Guards Dark Prince Night Witch
Wizard Freeze Witch Night Witch
The Log
Witch Skeleton Army Night Witch
Guards Skeleton Army Dark Prince Night Witch
Guards Skeleton Army Witch Wizard Dark Prince Freeze The Log Night Witch
Wizard Witch Night Witch
Skeleton Army Night Witch Wizard Guards Dark Prince Freeze Witch The Log
Wizard Skeleton Army Guards Dark Prince Freeze Witch The Log Night Witch
Skeleton Army
Skeleton Army Freeze The Log
Wizard Skeleton Army Dark Prince Witch Night Witch
Wizard Guards Skeleton Army Dark Prince Witch The Log Night Witch
Wizard Freeze Witch The Log Guards Dark Prince
Wizard Skeleton Army Dark Prince Guards Witch The Log Night Witch

Counters to secondary win conditions

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

Guards Skeleton Army Dark Prince Witch
Wizard The Log
Guards Skeleton Army Dark Prince Witch The Log
Guards Skeleton Army Dark Prince The Log Night Witch
Guards Skeleton Army Dark Prince Witch Night Witch
Wizard Freeze Witch
Guards Skeleton Army Dark Prince Witch Night Witch
Skeleton Army Dark Prince
Freeze Skeleton Army Dark Prince Witch The Log
Witch Guards Skeleton Army
Guards Dark Prince Witch
Skeleton Army Guards Dark Prince The Log
Skeleton Army Dark Prince Wizard Guards Witch Night Witch
Wizard Skeleton Army Witch
Guards Skeleton Army Witch Dark Prince Freeze The Log Night Witch
Wizard Dark Prince Freeze Witch The Log

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.)

Guards Freeze The Log
The Log
The Log
Guards Dark Prince Freeze The Log
Wizard Dark Prince The Log
Wizard Freeze Witch
Wizard Witch The Log
The Log Wizard Freeze
The Log Wizard
Guards Night Witch
Wizard Dark Prince The Log
Wizard
The Log
Freeze
The Log
Wizard Witch The Log
Wizard The Log
Freeze
Night Witch
Wizard Dark Prince The Log
Wizard Witch The Log
The Log Night Witch
Wizard
The Log
The Log
Freeze The Log Wizard Dark Prince Witch
Witch
The Log Wizard Witch
Wizard Witch The Log
The Log
Wizard Witch Night Witch
Wizard Guards Freeze Witch
Night Witch
Wizard The Log Night Witch
Freeze
Wizard The Log
Guards Skeleton Army Dark Prince Freeze Witch Night Witch
Wizard Witch
Freeze
The Log
Wizard Dark Prince
The Log Wizard
Dark Prince
Guards Freeze Witch The Log
Witch
Dark Prince Freeze Witch The Log

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