My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Royal Delivery Suspicious Bush Elixir Golem Elixir Collector Mirror Rage Goblin Curse Clone Tornado Void Goblin Drill Executioner Cannon Cart Fisherman Phoenix Lumberjack Night Witch Mother Witch Goblin Machine Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Hunter 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.

Archers Hunter Bandit Electro Wizard Monk

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.

Rage Freeze

Punishments

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

Bandit

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.

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.

Bandit Electro Wizard Monk

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 Guards Bandit
Giant Snowball
Archers Guards
Zap
Archers Guards Bandit
Barbarian Barrel
Archers Guards Hunter Bandit Electro Wizard
The Log
Archers Guards Hunter Bandit
Earthquake
Archers Guards
Arrows
Archers Guards
Royal Delivery
Archers Guards Hunter Bandit Electro Wizard
Fireball
Archers Hunter Bandit Electro Wizard
Poison
Archers Guards Hunter Electro Wizard
Lightning
Hunter Bandit Electro Wizard Monk
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Freeze Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Freeze Hunter

Ladder info

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.

Rage Guards Freeze

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.

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.

Rage Archers Guards Bandit Freeze Hunter Electro Wizard Monk

Shortest cycle

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

11 Rage Archers Guards Bandit

Attack Synergies 0 5

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
Bandit
Rage
Electro Wizard
Guards
Bandit
Freeze
Hunter
Bandit
Bandit
Archers Guards Hunter Electro Wizard
Electro Wizard
Rage Bandit
Monk

Defense Synergies 1 9

Archers
Guards Bandit Electro Wizard
Rage
Guards
Hunter Archers Electro Wizard
Freeze
Hunter Electro Wizard
Hunter
Guards Freeze Bandit Electro Wizard
Bandit
Archers Hunter Electro Wizard
Electro Wizard
Archers Guards Freeze Hunter Bandit
Monk

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.

Electro Wizard
Hunter Bandit Electro Wizard Monk
Hunter Archers Freeze Bandit Electro Wizard
Hunter Guards Bandit Electro Wizard Monk
Monk
Freeze Archers Guards Hunter Bandit Electro Wizard
Hunter Electro Wizard Archers Freeze
Bandit Electro Wizard Monk
Hunter
Guards Archers Hunter Bandit Electro Wizard
Archers Guards Electro Wizard Freeze Hunter Bandit
Hunter Archers Electro Wizard
Hunter Guards Freeze Bandit Electro Wizard
Guards Freeze Hunter Electro Wizard
Hunter Bandit Electro Wizard
Monk Freeze Hunter Bandit Electro Wizard
Hunter Electro Wizard
Archers Guards Hunter Bandit Electro Wizard
Freeze Hunter Archers Guards Bandit Electro Wizard
Hunter Electro Wizard
Archers Guards Hunter Bandit Electro Wizard

Counters to secondary win conditions

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

Guards Archers Bandit Electro Wizard
Bandit Electro Wizard Archers Hunter Monk
Guards Bandit Hunter Electro Wizard
Guards Hunter Bandit Electro Wizard Monk
Guards Hunter Bandit
Archers Freeze Hunter Electro Wizard Monk
Guards Archers Hunter Bandit Electro Wizard
Hunter
Freeze Electro Wizard Bandit Monk
Guards
Guards Hunter
Monk Guards Electro Wizard
Guards Hunter Bandit
Archers
Guards Electro Wizard Archers Freeze Hunter Monk
Archers Freeze Hunter 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.)

Guards Freeze Bandit Monk
Monk Bandit Electro Wizard
Bandit
Guards Freeze
Freeze Hunter Monk
Archers
Freeze Hunter
Monk Bandit
Guards Electro Wizard
Monk Bandit Electro Wizard
Monk Archers
Hunter Bandit
Freeze Bandit Monk
Hunter Bandit
Bandit
Monk Freeze
Archers Hunter Bandit Electro Wizard Monk
Monk
Monk
Monk
Monk
Freeze Hunter
Hunter Bandit Electro Wizard Monk
Bandit Monk
Bandit
Archers Hunter Electro Wizard
Electro Wizard Guards Freeze
Hunter Bandit
Freeze Electro Wizard Monk
Monk
Electro Wizard Archers Guards Freeze Bandit
Archers Hunter Electro Wizard Monk
Freeze
Hunter Electro Wizard
Monk
Guards Freeze Electro Wizard
Electro Wizard
Freeze Bandit Electro Wizard Monk

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