My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Missing

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.

Giant Skeleton Sparky 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.

Rocket Goblin Curse Tornado

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.

Giant Skeleton

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.

Giant Skeleton 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
Goblin Curse Clone Giant Skeleton Sparky
Giant Snowball
Goblin Curse Clone
Zap
Goblin Curse Clone Sparky
Barbarian Barrel
Goblin Curse Clone Giant Skeleton Sparky
The Log
Goblin Curse Clone Giant Skeleton Sparky
Earthquake
Clone
Arrows
Goblin Curse Clone
Royal Delivery
Clone Giant Skeleton Sparky
Fireball
Clone Sparky
Poison
Goblin Curse Clone Sparky
Lightning
Sparky Monk
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Tornado Sparky

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.

Rocket Goblin Curse Clone Tornado Giant Skeleton Sparky

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 Goblin Curse Clone Tornado Monk Rocket Giant Skeleton Sparky

Shortest cycle

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

8 Mirror Goblin Curse Clone Tornado

Attack Synergies 3 7

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.

Rocket
Tornado Mirror
Mirror
Rocket Tornado Giant Skeleton Sparky
Goblin Curse
Clone
Giant Skeleton Sparky
Tornado
Rocket Sparky Mirror Giant Skeleton
Giant Skeleton
Clone Mirror Tornado Sparky
Sparky
Tornado Mirror Clone Giant Skeleton
Monk

Defense Synergies 3 3

Rocket
Tornado
Mirror
Tornado Sparky
Goblin Curse
Clone
Tornado
Rocket Mirror Sparky Giant Skeleton Sparky
Giant Skeleton
Tornado
Sparky
Tornado Mirror Tornado
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.

Rocket Sparky
Sparky Goblin Curse Monk
Rocket Tornado Sparky Goblin Curse Giant Skeleton
Sparky Goblin Curse Monk
Rocket Tornado Giant Skeleton Sparky Monk
Tornado
Rocket Tornado Goblin Curse
Rocket Giant Skeleton Sparky Monk
Sparky Goblin Curse Tornado
Tornado Giant Skeleton Sparky
Goblin Curse Tornado Giant Skeleton
Goblin Curse Tornado
Sparky Rocket Goblin Curse Giant Skeleton
Rocket Sparky Goblin Curse Tornado
Sparky Goblin Curse
Rocket Tornado Monk Goblin Curse Sparky
Sparky Tornado
Tornado
Tornado Goblin Curse Giant Skeleton
Sparky Goblin Curse Tornado
Goblin Curse Giant Skeleton Sparky

Counters to secondary win conditions

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

Giant Skeleton Sparky
Rocket Monk
Giant Skeleton Rocket Sparky
Rocket Giant Skeleton Tornado Sparky Monk
Giant Skeleton Goblin Curse Sparky
Rocket Goblin Curse Tornado Monk
Rocket Sparky Giant Skeleton
Giant Skeleton Goblin Curse Sparky
Rocket Giant Skeleton Tornado Sparky Monk
Goblin Curse Sparky
Giant Skeleton Sparky
Rocket Monk Tornado Giant Skeleton
Rocket Giant Skeleton Goblin Curse Sparky
Goblin Curse Sparky
Sparky Rocket Tornado Giant Skeleton Monk
Goblin Curse Giant Skeleton Sparky

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.)

Rocket Giant Skeleton Sparky Monk
Monk Goblin Curse Tornado
Rocket Giant Skeleton Sparky
Rocket Giant Skeleton Sparky
Rocket Goblin Curse Sparky
Rocket Goblin Curse Tornado Monk
Tornado Sparky
Goblin Curse Tornado
Monk Tornado
Rocket Tornado Sparky
Rocket Monk Tornado Sparky
Monk Rocket Goblin Curse Tornado
Rocket Sparky
Rocket Monk
Sparky
Rocket Sparky
Rocket Sparky
Monk Rocket Tornado Sparky
Rocket Sparky
Rocket Sparky Monk
Rocket Goblin Curse Tornado Monk
Rocket Giant Skeleton Sparky Monk
Rocket Tornado
Rocket Tornado Sparky Monk
Rocket Monk
Goblin Curse Tornado Sparky
Tornado Sparky Monk
Tornado Sparky Monk
Rocket Goblin Curse Tornado Sparky
Goblin Curse Tornado Sparky
Rocket
Sparky
Rocket Sparky
Rocket Sparky Monk
Giant Skeleton Sparky
Rocket Goblin Curse Sparky Monk
Rocket
Rocket Goblin Curse Tornado Monk
Rocket Sparky
Rocket Monk Tornado Giant Skeleton Sparky
Sparky
Rocket Tornado Giant Skeleton Sparky
Rocket Tornado
Rocket Tornado Giant Skeleton Sparky Monk
Sparky
Rocket Sparky Monk

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