My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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 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.

Rascals Hunter

Defensive buildings

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

Mortar

Investments

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

Rascals Royal Giant Hunter Giant Skeleton Monk

Offensive cards

Win conditions

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

Mortar Royal Giant Hog Rider

Damage spells

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

Rocket

Punishments

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

Mortar Royal Giant Hog Rider

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.

Mortar Rascals Royal Giant Hog Rider 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.

Hog Rider 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
Royal Giant Hog Rider Giant Skeleton
Giant Snowball
Hog Rider
Zap
Mortar Royal Giant
Barbarian Barrel
Mortar Rascals Hunter Giant Skeleton
The Log
Rascals Royal Giant Hog Rider Hunter Giant Skeleton
Earthquake
Mortar Hog Rider
Arrows
Rascals
Royal Delivery
Rascals Hog Rider Hunter Giant Skeleton
Fireball
Mortar Rascals Hog Rider Hunter
Poison
Mortar Rascals Hunter
Lightning
Mortar Hunter Monk
Rocket
Mortar Rascals Hog Rider Hunter

Against air swarms

Spells and units that can counter air swarms.

Rocket Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Rocket 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.

Rocket Giant Skeleton

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mortar Hog Rider Hunter Rascals Monk Royal Giant Rocket Giant Skeleton

Shortest cycle

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

17 Mortar Hog Rider Hunter Rascals

Attack Synergies 2 12

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.

Mortar
Royal Giant Hog Rider Rocket Hunter
Rascals
Hog Rider
Royal Giant
Mortar Hunter Hog Rider Rocket Giant Skeleton Monk
Hog Rider
Mortar Rascals Royal Giant Rocket Hunter Giant Skeleton
Rocket
Mortar Royal Giant Hog Rider
Hunter
Royal Giant Mortar Hog Rider Giant Skeleton
Giant Skeleton
Royal Giant Hog Rider Hunter
Monk
Royal Giant

Defense Synergies 0 1

Mortar
Rascals
Royal Giant
Hog Rider
Rocket
Hunter
Giant Skeleton
Giant Skeleton
Hunter
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 Mortar
Hunter Mortar Rascals Monk
Mortar Rocket Hunter Rascals Giant Skeleton
Hunter Mortar Rascals Monk
Rocket Giant Skeleton Monk
Rascals Hunter
Rocket Hunter Mortar Rascals
Rocket Rascals Giant Skeleton Monk
Hunter Mortar Rascals
Rascals Hunter Giant Skeleton
Rascals Hunter Giant Skeleton
Hunter Rascals
Mortar Hunter Rascals Rocket Giant Skeleton
Rocket Mortar Rascals Hunter
Mortar Rascals Hunter
Rocket Monk Mortar Rascals Hunter
Mortar Rascals Hunter
Mortar Rascals Hunter
Mortar Hunter Rascals Giant Skeleton
Mortar Hunter
Rascals Hunter Giant Skeleton
Mortar Hunter

Counters to secondary win conditions

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

Rascals Giant Skeleton
Mortar Rocket Hunter Monk
Giant Skeleton Rascals Rocket Hunter
Rocket Hunter Giant Skeleton Rascals Monk
Giant Skeleton Rascals Hunter
Rocket Rascals Hunter Monk
Rascals Rocket Hunter Giant Skeleton
Giant Skeleton Rascals Hunter
Rocket Giant Skeleton Mortar Monk
Rascals Hunter Giant Skeleton
Rocket Monk Giant Skeleton
Rascals Rocket Giant Skeleton Hunter
Rascals
Rascals Mortar Rocket Hunter Giant Skeleton Monk
Rascals Hunter Giant Skeleton
Mortar

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.)

Mortar Rascals Rocket Giant Skeleton Monk
Mortar Monk
Rocket Giant Skeleton
Rascals Rocket Giant Skeleton
Rocket Mortar
Rocket Hunter Monk
Mortar
Hunter
Monk Mortar
Rocket
Rocket Monk Mortar
Monk Rocket
Rocket Mortar Hunter
Mortar Rocket Monk
Mortar
Rocket Mortar Hunter
Mortar Rocket
Monk Mortar Rocket
Rocket
Rocket Mortar Hunter Monk
Rocket Mortar Monk
Rocket Giant Skeleton Monk
Rocket
Rocket Monk
Rocket Mortar Monk
Mortar Hunter
Mortar Hunter Monk
Mortar Monk
Rocket Mortar
Hunter
Rocket
Mortar Rocket Hunter
Rocket Monk
Giant Skeleton
Rocket Monk
Rocket
Rocket Hunter Monk
Rascals Rocket Hunter
Mortar
Rocket Monk Giant Skeleton
Rascals Rocket Giant Skeleton
Rocket
Mortar Rocket Giant Skeleton Monk
Mortar Rocket Monk

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