My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tombstone 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.

Zap Rage Tornado

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.

Battle Healer

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.

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
Giant Snowball
Tombstone
Zap
Tombstone
Barbarian Barrel
Tombstone Wizard
The Log
Tombstone
Earthquake
Tombstone
Arrows
Tombstone
Royal Delivery
Battle Healer Wizard
Fireball
Tombstone Battle Healer Wizard
Poison
Tombstone Battle Healer Wizard
Lightning
Tombstone Battle Healer Wizard Monk
Rocket
Battle Healer Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado

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.

Tombstone Battle Healer Rage Tornado

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Rage Tombstone Tornado Battle Healer Wizard Monk

Shortest cycle

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

7 Mirror Zap Rage Tombstone

Attack Synergies 4 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.

Zap
Mirror Tornado Battle Healer
Tombstone
Battle Healer
Rage Zap Mirror Tornado
Wizard
Tornado Rage
Mirror
Zap Battle Healer Tornado
Rage
Battle Healer Wizard
Tornado
Zap Wizard Battle Healer Mirror
Monk

Defense Synergies 4 6

Zap
Mirror Tombstone Battle Healer Tornado
Tombstone
Zap Wizard Mirror
Battle Healer
Mirror Zap Tornado
Wizard
Tornado Tombstone
Mirror
Zap Battle Healer Tornado Tombstone
Rage
Tornado
Wizard Mirror Zap Battle Healer
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.

Zap Tombstone Wizard
Zap Tombstone Battle Healer Monk
Tornado Tombstone
Tombstone Monk
Tombstone Battle Healer Tornado Monk
Tornado Zap
Tornado Zap Tombstone Wizard
Zap Battle Healer Monk
Tombstone Tornado
Tornado Battle Healer
Zap Tombstone Wizard Tornado
Zap Wizard Tornado
Tombstone Zap Battle Healer Wizard
Wizard Zap Tombstone Tornado
Tombstone
Tornado Monk Zap
Wizard Tombstone Tornado
Tombstone Zap Battle Healer Wizard Tornado
Zap Wizard Tornado Tombstone Battle Healer
Tornado
Wizard Battle Healer
Tombstone

Counters to secondary win conditions

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

Zap Tombstone Battle Healer
Zap Battle Healer Wizard Monk
Tombstone Zap Battle Healer
Zap Battle Healer Tornado Monk
Tombstone Battle Healer
Wizard Zap Tornado Monk
Tombstone Battle Healer
Battle Healer
Zap Tombstone Tornado Monk
Tombstone
Tombstone
Monk Zap Tornado
Tombstone Wizard
Wizard
Tombstone Zap Battle Healer Tornado Monk
Zap Battle Healer Wizard
Zap Tombstone

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.)

Monk
Monk Zap Tornado
Wizard Zap
Wizard Zap Tornado Monk
Wizard Tornado
Zap Wizard Tornado
Monk Zap Wizard Tornado
Tornado
Monk Zap Wizard Tornado
Monk Zap Wizard Tornado
Monk
Zap
Zap Wizard
Wizard
Monk Tornado
Zap Wizard Monk
Zap Wizard Tornado Monk
Monk
Wizard Tornado
Tornado Monk
Zap Monk
Zap Tornado Wizard
Zap Wizard Tornado Monk
Zap Wizard Tornado Monk
Zap Tornado
Zap Wizard Tornado
Zap Wizard
Zap Wizard
Zap Monk
Wizard Monk
Zap Tombstone
Zap Wizard Tornado Monk
Wizard
Zap Wizard
Monk Zap Tornado
Zap Tornado
Zap Tornado
Zap Tornado Monk
Wizard Monk

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