My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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.

Electro Wizard

Defensive buildings

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

Cannon Bomb Tower

Investments

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

Elixir Golem Electro Wizard Monk

Offensive cards

Win conditions

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

Elixir Golem Hog Rider Miner

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.

Elixir Golem Hog Rider Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elixir Golem Hog Rider

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 Miner 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
Elixir Golem Hog Rider Miner
Giant Snowball
Cannon Hog Rider Miner
Zap
Cannon
Barbarian Barrel
Cannon Elixir Golem Bomb Tower Electro Wizard
The Log
Cannon Elixir Golem Hog Rider
Earthquake
Cannon Elixir Golem Bomb Tower Hog Rider
Arrows
Royal Delivery
Elixir Golem Hog Rider Miner Electro Wizard
Fireball
Cannon Elixir Golem Bomb Tower Hog Rider Electro Wizard
Poison
Cannon Elixir Golem Bomb Tower Electro Wizard
Lightning
Cannon Bomb Tower Electro Wizard Monk
Rocket
Bomb Tower Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Rocket

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.

Elixir Golem Rocket Miner

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.

Cannon Elixir Golem Miner Bomb Tower Hog Rider Electro Wizard Monk Rocket

Shortest cycle

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

13 Cannon Elixir Golem Miner Bomb Tower

Attack Synergies 0 6

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.

Cannon
Elixir Golem
Hog Rider Monk
Bomb Tower
Hog Rider
Elixir Golem Rocket Electro Wizard
Rocket
Hog Rider Miner
Miner
Rocket Electro Wizard
Electro Wizard
Hog Rider Miner
Monk
Elixir Golem

Defense Synergies 0 3

Cannon
Rocket Electro Wizard
Elixir Golem
Bomb Tower
Electro Wizard
Hog Rider
Rocket
Cannon
Miner
Electro Wizard
Cannon Bomb Tower
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 Cannon Electro Wizard
Bomb Tower Cannon Electro Wizard Monk
Cannon Bomb Tower Rocket Electro Wizard
Cannon Bomb Tower Electro Wizard Monk
Bomb Tower Rocket Monk
Cannon Bomb Tower Electro Wizard
Rocket Electro Wizard Cannon Bomb Tower
Rocket Cannon Bomb Tower Electro Wizard Monk
Cannon Bomb Tower
Cannon Miner Electro Wizard
Electro Wizard Cannon Bomb Tower
Electro Wizard
Cannon Bomb Tower Rocket Electro Wizard
Bomb Tower Rocket Cannon Electro Wizard
Cannon Bomb Tower Electro Wizard
Bomb Tower Rocket Monk Cannon Electro Wizard
Bomb Tower Cannon Electro Wizard
Cannon Bomb Tower Electro Wizard
Bomb Tower Cannon Electro Wizard
Cannon Bomb Tower Electro Wizard
Cannon Bomb Tower Electro Wizard

Counters to secondary win conditions

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

Electro Wizard
Electro Wizard Bomb Tower Rocket Miner Monk
Bomb Tower Rocket Electro Wizard
Rocket Electro Wizard Monk
Cannon
Rocket Bomb Tower Electro Wizard Monk
Rocket Bomb Tower Electro Wizard
Bomb Tower
Rocket Electro Wizard Bomb Tower Monk
Cannon
Bomb Tower
Rocket Monk Electro Wizard
Rocket Cannon Bomb Tower
Cannon Bomb Tower
Electro Wizard Bomb Tower Rocket Monk
Cannon Bomb Tower Electro Wizard
Cannon Bomb Tower 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.)

Rocket Monk
Monk Miner Electro Wizard
Rocket Miner
Rocket
Rocket
Rocket Monk
Miner Monk
Rocket Electro Wizard
Rocket Miner Monk Electro Wizard
Monk Rocket
Rocket Miner
Rocket Monk
Rocket
Rocket
Monk Rocket
Rocket
Rocket Electro Wizard Monk
Rocket Miner Monk
Rocket Monk
Rocket
Rocket Monk
Rocket Monk
Miner Electro Wizard Monk
Miner Monk
Rocket Miner
Electro Wizard
Rocket Electro Wizard
Rocket Miner
Rocket Electro Wizard Monk
Rocket Monk
Electro Wizard Rocket
Rocket Electro Wizard Monk
Miner Rocket Electro Wizard
Rocket Monk
Rocket Electro Wizard
Rocket Electro Wizard
Rocket Miner Electro Wizard Monk
Rocket Monk

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