My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Mediocre
Versatility
Good
F2P score
Bad

1 problems 2 warnings Why?

Deck tips

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

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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Phoenix

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.

Elixir Collector Phoenix Monk

Offensive cards

Win conditions

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

Miner

Damage spells

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

Arrows

Punishments

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

Miner

Pump responses

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

Elixir Collector Miner

Dropped at the bridge

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

Goblins Heal Spirit Phoenix

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.

Miner 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
Miner Phoenix
Giant Snowball
Goblins Miner
Zap
Goblins
Barbarian Barrel
Goblins Heal Spirit
The Log
Goblins Heal Spirit
Earthquake
Elixir Collector
Arrows
Goblins Heal Spirit
Royal Delivery
Goblins Heal Spirit Miner
Fireball
Elixir Collector
Poison
Elixir Collector Phoenix
Lightning
Elixir Collector Phoenix Monk
Rocket
Elixir Collector Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Arrows Heal Spirit Elixir Collector 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.

Goblins Heal Spirit

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 Heal Spirit Goblins Arrows Miner Phoenix Monk Elixir Collector

Shortest cycle

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

6 Mirror Heal Spirit Goblins Arrows

Attack Synergies 5 2

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.

Goblins
Miner
Arrows
Mirror Miner Phoenix
Heal Spirit
Elixir Collector
Mirror
Arrows Miner Phoenix
Miner
Goblins Mirror Arrows
Phoenix
Mirror Monk Arrows
Monk
Phoenix

Defense Synergies 1 5

Goblins
Phoenix Monk
Arrows
Mirror Phoenix Monk
Heal Spirit
Elixir Collector
Mirror
Arrows
Miner
Phoenix
Goblins Arrows Monk
Monk
Goblins Arrows Phoenix

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.

Goblins Phoenix Monk
Goblins
Goblins Phoenix Monk
Arrows Monk
Arrows Goblins
Arrows Phoenix
Arrows Phoenix Monk
Goblins Phoenix
Goblins Miner Phoenix
Goblins Arrows
Arrows Phoenix
Goblins Arrows
Phoenix
Monk
Goblins Arrows
Arrows Goblins
Arrows
Phoenix
Goblins Arrows

Counters to secondary win conditions

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

Goblins
Arrows Miner Phoenix Monk
Goblins
Phoenix Monk
Phoenix
Arrows Monk
Goblins Phoenix
Phoenix
Goblins Phoenix Monk
Phoenix
Phoenix
Monk Arrows Phoenix
Phoenix Goblins Monk
Arrows Phoenix
Arrows

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.)

Arrows Monk
Arrows Monk Miner
Arrows Miner
Arrows
Arrows
Arrows Monk
Arrows
Arrows
Arrows Miner Monk
Goblins
Miner Monk Arrows
Monk Arrows
Miner
Arrows Monk
Arrows
Arrows
Arrows
Monk Arrows
Arrows Monk
Arrows Miner Monk
Monk
Arrows
Monk
Arrows Monk
Arrows
Arrows Miner Monk
Arrows Miner Monk
Miner Arrows
Arrows
Arrows Miner
Arrows Monk
Arrows Monk
Arrows Monk
Arrows
Miner
Arrows
Monk Arrows
Miner Monk
Monk

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