My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 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!
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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Ice Golem 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.

Ice Golem Ice Wizard Fisherman

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 Rocket Tornado Freeze

Pump responses

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

Rocket

Dropped at the bridge

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

Ice Golem

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
Fisherman
Zap
Fisherman
Barbarian Barrel
Ice Wizard
The Log
Fisherman
Earthquake
Arrows
Royal Delivery
Ice Wizard Fisherman
Fireball
Ice Wizard Fisherman
Poison
Ice Wizard Fisherman
Lightning
Ice Golem Ice Wizard Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Rocket Tornado Freeze Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem Rocket Tornado Freeze 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.

Ice Golem Rocket Tornado Freeze 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.

Ice Golem 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Ice Golem Tornado Ice Wizard Fisherman Freeze Rocket

Shortest cycle

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

7 Mirror Zap Ice Golem Tornado

Attack Synergies 3 10

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.

Zap
Mirror Tornado Ice Golem Freeze Ice Wizard Fisherman
Ice Golem
Zap
Rocket
Tornado Mirror
Mirror
Zap Rocket Tornado Freeze
Tornado
Zap Rocket Mirror Freeze Ice Wizard
Freeze
Zap Mirror Tornado
Ice Wizard
Zap Tornado Fisherman
Fisherman
Zap Ice Wizard

Defense Synergies 4 9

Zap
Mirror Ice Golem Tornado Ice Wizard Fisherman
Ice Golem
Zap Tornado Ice Wizard Fisherman
Rocket
Tornado
Mirror
Zap Tornado Ice Wizard
Tornado
Rocket Mirror Ice Wizard Zap Ice Golem
Freeze
Ice Wizard
Tornado Zap Ice Golem Mirror Fisherman
Fisherman
Zap Ice Golem Ice Wizard

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.

Rocket Zap Ice Golem
Zap Ice Wizard Fisherman
Rocket Tornado Fisherman Freeze Ice Wizard
Ice Wizard Fisherman
Rocket Tornado
Tornado Freeze Zap Ice Wizard
Rocket Tornado Zap Freeze Ice Wizard
Rocket Zap Ice Golem
Tornado Ice Wizard Fisherman
Tornado Ice Golem Ice Wizard Fisherman
Ice Wizard Zap Ice Golem Tornado Freeze Fisherman
Zap Tornado Ice Wizard
Zap Rocket Freeze Ice Wizard
Rocket Zap Tornado Freeze
Rocket Tornado Zap Freeze Fisherman
Tornado Fisherman
Zap Tornado Ice Wizard Fisherman
Zap Tornado Freeze Ice Golem Ice Wizard Fisherman
Tornado Fisherman
Fisherman

Counters to secondary win conditions

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

Zap Ice Golem Fisherman
Zap Ice Golem Rocket Fisherman
Zap Ice Golem Rocket Fisherman
Rocket Zap Ice Golem Tornado Fisherman
Fisherman
Rocket Zap Ice Golem Tornado Freeze Ice Wizard
Rocket Ice Golem Ice Wizard
Fisherman
Zap Rocket Freeze Ice Golem Tornado
Rocket Zap Tornado
Rocket Ice Golem
Zap Ice Golem Rocket Tornado Freeze Fisherman
Zap Ice Golem Freeze 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.)

Ice Golem Rocket Freeze
Zap Tornado Ice Wizard Fisherman
Rocket
Ice Golem Rocket Freeze
Rocket Zap
Zap Ice Golem Rocket Tornado Freeze Ice Wizard
Tornado
Zap Ice Golem Tornado Freeze Ice Wizard
Zap Tornado Fisherman
Rocket Tornado Fisherman
Rocket Zap Tornado Fisherman
Zap Rocket Tornado
Rocket Ice Golem Fisherman
Rocket Freeze Fisherman
Zap Ice Golem Fisherman
Rocket Zap
Rocket
Rocket Tornado Freeze
Rocket Fisherman
Rocket Zap Fisherman
Rocket Zap Tornado
Rocket
Rocket Tornado
Rocket Tornado Fisherman
Rocket Zap
Zap Ice Golem Tornado Freeze Ice Wizard
Fisherman
Zap Tornado Ice Wizard Fisherman
Zap Tornado Fisherman
Rocket Zap Tornado Fisherman
Zap Ice Golem Tornado Ice Wizard
Zap Rocket Freeze
Zap Rocket
Zap Rocket Freeze
Rocket
Zap Rocket Freeze
Rocket Zap Tornado Ice Wizard
Freeze
Rocket
Zap Ice Golem
Rocket Zap Tornado
Zap Rocket Tornado Freeze
Zap Rocket Tornado
Zap Rocket Tornado Freeze

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