My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Witch Electro 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 Spirit Dark Prince Witch Golem Royal Ghost Bandit Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Lightning

Punishments

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

Dark Prince Royal Ghost Bandit

Pump responses

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

Lightning

Dropped at the bridge

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

Ice Spirit Dark Prince Golem Royal Ghost Bandit

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 Golem Royal Ghost Bandit Electro Wizard

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
Dark Prince Bandit
Giant Snowball
Witch
Zap
Dark Prince Witch Bandit
Barbarian Barrel
Ice Spirit Dark Prince Witch Royal Ghost Bandit Electro Wizard
The Log
Ice Spirit Dark Prince Witch Bandit
Earthquake
Witch
Arrows
Ice Spirit Witch
Royal Delivery
Ice Spirit Dark Prince Witch Royal Ghost Bandit Electro Wizard
Fireball
Witch Bandit Electro Wizard
Poison
Witch Electro Wizard
Lightning
Dark Prince Witch Bandit Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Dark Prince Royal Ghost

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 Dark Prince Golem Royal Ghost

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 Electro 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.

Ice Spirit Royal Ghost Bandit Dark Prince Electro Wizard Witch Lightning Golem

Shortest cycle

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

11 Ice Spirit Royal Ghost Bandit Dark Prince

Attack Synergies 1 19

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
Dark Prince Witch Golem Royal Ghost Bandit
Dark Prince
Ice Spirit Witch Lightning Golem Royal Ghost Bandit Electro Wizard
Witch
Ice Spirit Dark Prince Golem Royal Ghost Bandit
Lightning
Golem Dark Prince
Golem
Lightning Ice Spirit Dark Prince Witch Bandit Electro Wizard
Royal Ghost
Ice Spirit Dark Prince Witch Bandit Electro Wizard
Bandit
Ice Spirit Dark Prince Witch Golem Royal Ghost Electro Wizard
Electro Wizard
Dark Prince Golem Royal Ghost Bandit

Defense Synergies 0 14

Ice Spirit
Dark Prince Witch Royal Ghost Bandit Electro Wizard
Dark Prince
Ice Spirit Witch Royal Ghost Bandit Electro Wizard
Witch
Ice Spirit Dark Prince Royal Ghost Bandit Electro Wizard
Lightning
Golem
Royal Ghost
Ice Spirit Dark Prince Witch Electro Wizard
Bandit
Ice Spirit Dark Prince Witch Electro Wizard
Electro Wizard
Ice Spirit Dark Prince Witch Royal Ghost Bandit

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.

Lightning Electro Wizard
Ice Spirit Dark Prince Witch Bandit Electro Wizard
Witch Dark Prince Lightning Bandit Electro Wizard
Witch Dark Prince Bandit Electro Wizard
Lightning Dark Prince
Dark Prince Royal Ghost Bandit Electro Wizard
Lightning Electro Wizard Ice Spirit Witch
Lightning Bandit Electro Wizard
Witch
Ice Spirit Dark Prince Royal Ghost Bandit Electro Wizard
Witch Electro Wizard Dark Prince Royal Ghost Bandit
Witch Electro Wizard
Ice Spirit Dark Prince Witch Lightning Bandit Electro Wizard
Ice Spirit Dark Prince Witch Royal Ghost Electro Wizard
Bandit Electro Wizard
Ice Spirit Lightning Bandit Electro Wizard
Dark Prince Witch Electro Wizard
Ice Spirit Dark Prince Witch Royal Ghost Bandit Electro Wizard
Witch Ice Spirit Dark Prince Royal Ghost Bandit Electro Wizard
Electro Wizard
Dark Prince Royal Ghost Witch Bandit Electro Wizard

Counters to secondary win conditions

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

Dark Prince Witch Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Lightning Royal Ghost
Bandit Ice Spirit Dark Prince Witch Lightning Electro Wizard
Dark Prince Lightning Bandit Electro Wizard
Dark Prince Witch Bandit
Ice Spirit Witch Electro Wizard
Dark Prince Witch Lightning Bandit Electro Wizard
Dark Prince
Lightning Electro Wizard Ice Spirit Dark Prince Witch Bandit
Witch
Dark Prince Witch
Lightning Dark Prince Electro Wizard
Dark Prince Lightning Witch Bandit
Witch
Witch Electro Wizard Ice Spirit Dark Prince Lightning
Dark Prince Witch Royal Ghost Electro 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.)

Lightning Royal Ghost Bandit
Royal Ghost Bandit Electro Wizard
Lightning Bandit
Lightning Dark Prince
Dark Prince
Ice Spirit Witch
Witch
Ice Spirit Lightning
Lightning Bandit
Lightning Electro Wizard
Lightning Dark Prince Bandit Electro Wizard
Lightning
Lightning Bandit
Lightning Bandit
Lightning
Lightning Witch Bandit
Lightning Bandit
Lightning
Lightning
Lightning Dark Prince Bandit Electro Wizard
Lightning Witch
Lightning
Lightning
Lightning
Lightning
Ice Spirit Dark Prince Witch
Witch
Witch Lightning Royal Ghost Bandit Electro Wizard
Lightning Witch Bandit
Lightning Bandit
Lightning Witch Electro Wizard
Lightning Electro Wizard Ice Spirit Witch
Lightning
Lightning Bandit
Lightning Ice Spirit Electro Wizard
Lightning
Lightning Electro Wizard Ice Spirit Dark Prince Witch Bandit
Lightning Witch Electro Wizard
Lightning Dark Prince Electro Wizard
Lightning
Lightning
Dark Prince
Ice Spirit Witch Lightning Electro Wizard
Witch Lightning Electro Wizard
Lightning Dark Prince Witch Royal Ghost Bandit Electro Wizard

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