My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Ice Wizard Royal Ghost Magic Archer

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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Ice Golem Wizard Witch Electro Wizard Inferno Dragon

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.

Archers Ice Golem Wizard Witch Electro Wizard Inferno Dragon

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

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 Golem

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.

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
Archers Inferno Dragon
Giant Snowball
Archers Witch Inferno Dragon
Zap
Archers Witch Inferno Dragon
Barbarian Barrel
Archers Wizard Witch Electro Wizard
The Log
Archers Witch
Earthquake
Archers Witch
Arrows
Archers Witch
Royal Delivery
Archers Wizard Witch Electro Wizard Inferno Dragon
Fireball
Archers Wizard Witch Electro Wizard Inferno Dragon
Poison
Archers Wizard Witch Electro Wizard
Lightning
Ice Golem Wizard Witch Electro Wizard Inferno Dragon
Rocket
Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Wizard Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Wizard Freeze

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 Freeze Inferno Dragon

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 Wizard 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.

Mirror Ice Golem Archers Freeze Electro Wizard Inferno Dragon Wizard Witch

Shortest cycle

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

9 Mirror Ice Golem Archers Freeze

Attack Synergies 1 4

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.

Archers
Ice Golem Inferno Dragon
Ice Golem
Archers Witch Electro Wizard
Wizard
Mirror
Freeze
Freeze
Mirror
Witch
Ice Golem
Electro Wizard
Ice Golem
Inferno Dragon
Archers

Defense Synergies 1 13

Archers
Ice Golem Witch Electro Wizard
Ice Golem
Archers Wizard Witch Electro Wizard Inferno Dragon
Wizard
Ice Golem Freeze Electro Wizard
Mirror
Electro Wizard Inferno Dragon
Freeze
Wizard Electro Wizard
Witch
Archers Ice Golem Electro Wizard
Electro Wizard
Archers Ice Golem Wizard Mirror Freeze Witch Inferno Dragon
Inferno Dragon
Ice Golem Mirror Electro 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.

Ice Golem Wizard Electro Wizard
Inferno Dragon Witch Electro Wizard
Witch Archers Freeze Electro Wizard Inferno Dragon
Witch Inferno Dragon Electro Wizard
Freeze Archers Electro Wizard
Electro Wizard Inferno Dragon Archers Wizard Freeze Witch
Ice Golem Electro Wizard
Witch Inferno Dragon
Archers Ice Golem Electro Wizard
Archers Witch Electro Wizard Ice Golem Wizard Freeze
Inferno Dragon Archers Wizard Witch Electro Wizard
Wizard Freeze Witch Electro Wizard
Wizard Freeze Witch Electro Wizard
Inferno Dragon Electro Wizard
Freeze Electro Wizard Inferno Dragon
Wizard Witch Electro Wizard
Archers Wizard Witch Electro Wizard
Wizard Freeze Witch Archers Ice Golem Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Wizard Archers Witch Electro Wizard

Counters to secondary win conditions

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

Archers Ice Golem Witch Electro Wizard
Electro Wizard Archers Ice Golem Wizard Inferno Dragon
Ice Golem Witch Electro Wizard
Ice Golem Electro Wizard
Witch Inferno Dragon
Wizard Archers Ice Golem Freeze Witch Electro Wizard
Archers Ice Golem Witch Electro Wizard
Inferno Dragon
Freeze Electro Wizard Ice Golem Witch Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Witch
Electro Wizard
Ice Golem Wizard Witch
Wizard Archers Witch
Witch Electro Wizard Archers Ice Golem Freeze Inferno Dragon
Archers Ice Golem Wizard Freeze Witch Electro Wizard Inferno Dragon

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 Freeze
Electro Wizard
Ice Golem Freeze
Wizard
Wizard Ice Golem Freeze Witch
Archers Wizard Witch
Ice Golem Wizard Freeze
Wizard
Electro Wizard
Wizard Electro Wizard
Archers Wizard
Ice Golem
Freeze
Ice Golem
Wizard Witch
Wizard
Freeze
Archers Wizard Electro Wizard
Wizard Witch
Wizard
Ice Golem Freeze Wizard Witch
Witch Inferno Dragon
Wizard Witch Electro Wizard
Wizard Witch
Archers Ice Golem Wizard Witch Electro Wizard
Electro Wizard Wizard Freeze Witch
Wizard
Freeze Electro Wizard
Wizard
Electro Wizard Archers Freeze Witch
Archers Wizard Witch Electro Wizard
Freeze
Wizard Electro Wizard
Ice Golem Wizard
Freeze Witch Electro Wizard
Witch Electro Wizard
Freeze Witch Electro Wizard

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