My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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.

Firecracker Electro 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.

Skeletons Firecracker Electro Dragon 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 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.

Firecracker Electro Dragon 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
Skeletons
Giant Snowball
Skeletons Electro Dragon
Zap
Skeletons Firecracker
Barbarian Barrel
Skeletons Firecracker
The Log
Skeletons Firecracker
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker Battle Healer Electro Dragon
Fireball
Firecracker Battle Healer Electro Dragon
Poison
Firecracker Battle Healer Electro Dragon
Lightning
Battle Healer Electro Dragon Monk
Rocket
Battle Healer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Electro Dragon

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.

Battle Healer Rage Tornado

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 Skeletons Rage Firecracker Tornado Battle Healer Electro Dragon Monk

Shortest cycle

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

6 Mirror Skeletons Rage Firecracker

Attack Synergies 2 9

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.

Skeletons
Firecracker
Battle Healer Mirror Tornado Monk
Battle Healer
Rage Electro Dragon Firecracker Mirror Tornado
Mirror
Firecracker Battle Healer Tornado
Rage
Battle Healer Electro Dragon
Tornado
Firecracker Battle Healer Mirror Electro Dragon
Electro Dragon
Battle Healer Rage Tornado
Monk
Firecracker

Defense Synergies 3 12

Skeletons
Firecracker Battle Healer Tornado Electro Dragon Monk
Firecracker
Skeletons Battle Healer Mirror Tornado Electro Dragon
Battle Healer
Mirror Electro Dragon Skeletons Firecracker Tornado
Mirror
Battle Healer Tornado Firecracker Electro Dragon
Rage
Tornado
Mirror Skeletons Firecracker Battle Healer Electro Dragon
Electro Dragon
Battle Healer Skeletons Firecracker Mirror Tornado
Monk
Skeletons

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.

Firecracker Electro Dragon
Skeletons Firecracker Battle Healer Electro Dragon Monk
Tornado Skeletons Electro Dragon
Skeletons Firecracker Electro Dragon Monk
Firecracker Battle Healer Tornado Monk
Tornado Skeletons Firecracker Electro Dragon
Tornado Firecracker Electro Dragon
Battle Healer Electro Dragon Monk
Skeletons Tornado
Tornado Skeletons Firecracker Battle Healer
Skeletons Firecracker Tornado Electro Dragon
Firecracker Tornado Electro Dragon
Skeletons Battle Healer Electro Dragon
Firecracker Tornado Electro Dragon
Tornado Monk
Skeletons Firecracker Tornado Electro Dragon
Firecracker Battle Healer Tornado Electro Dragon
Tornado Firecracker Battle Healer Electro Dragon
Tornado
Firecracker Battle Healer Electro Dragon

Counters to secondary win conditions

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

Skeletons Battle Healer
Firecracker Battle Healer Electro Dragon Monk
Skeletons Battle Healer Electro Dragon
Battle Healer Tornado Monk
Skeletons Battle Healer
Firecracker Skeletons Tornado Electro Dragon Monk
Skeletons Battle Healer
Battle Healer
Electro Dragon Skeletons Firecracker Tornado Monk
Skeletons
Electro Dragon
Monk Tornado
Skeletons
Firecracker Electro Dragon
Electro Dragon Skeletons Firecracker Battle Healer Tornado Monk
Firecracker Battle Healer Electro 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.)

Firecracker Electro Dragon Monk
Firecracker Monk Tornado Electro Dragon
Electro Dragon
Firecracker
Firecracker
Firecracker Tornado Electro Dragon Monk
Firecracker Tornado
Firecracker Tornado Electro Dragon
Monk Firecracker Tornado Electro Dragon
Tornado Electro Dragon
Firecracker Monk Tornado Electro Dragon
Monk Firecracker Tornado Electro Dragon
Firecracker
Firecracker Electro Dragon Monk
Firecracker
Firecracker Electro Dragon
Firecracker Electro Dragon
Monk Tornado
Firecracker Electro Dragon Monk
Firecracker Tornado Electro Dragon Monk
Monk
Tornado
Tornado Monk
Electro Dragon Monk
Firecracker Tornado Electro Dragon
Firecracker Tornado Electro Dragon Monk
Tornado Electro Dragon Monk
Firecracker Tornado
Firecracker Tornado Electro Dragon
Electro Dragon Firecracker
Electro Dragon
Firecracker Electro Dragon Monk
Firecracker Monk
Electro Dragon
Firecracker Tornado Electro Dragon Monk
Firecracker Electro Dragon
Firecracker Electro Dragon
Monk Tornado
Firecracker Electro Dragon
Electro Dragon Firecracker Tornado
Firecracker Tornado Electro Dragon
Electro Dragon Firecracker Tornado Monk

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