My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
RIP

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 No direct tower 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 spells that can finish it off. 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!
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!
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.

Minions Goblin Hut Hunter

Defensive buildings

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

Tombstone Goblin Hut

Investments

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

Tombstone Goblin Hut Hunter Monk

Offensive cards

Win conditions

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

Wall Breakers Graveyard

Damage spells

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

Missing

Punishments

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

Wall Breakers Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Wall Breakers

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.

Graveyard Goblin Machine 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
Minions Wall Breakers Graveyard
Giant Snowball
Minions Tombstone Goblin Hut Wall Breakers Graveyard
Zap
Minions Tombstone Goblin Hut Wall Breakers Graveyard
Barbarian Barrel
Tombstone Goblin Hut Wall Breakers Hunter Graveyard
The Log
Tombstone Goblin Hut Wall Breakers Hunter Graveyard
Earthquake
Tombstone Goblin Hut Graveyard
Arrows
Minions Tombstone Goblin Hut Wall Breakers Graveyard
Royal Delivery
Minions Goblin Hut Wall Breakers Hunter Graveyard
Fireball
Minions Tombstone Goblin Hut Wall Breakers Hunter
Poison
Minions Tombstone Goblin Hut Hunter Graveyard
Lightning
Tombstone Goblin Hut Hunter Monk
Rocket
Goblin Hut Hunter

Against air swarms

Spells and units that can counter air swarms.

Hunter Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Goblin Machine

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 Goblin Machine

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.

Graveyard

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.

Minions

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.

Wall Breakers Minions Tombstone Hunter Goblin Hut Graveyard Goblin Machine Monk

Shortest cycle

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

12 Wall Breakers Minions Tombstone Hunter

Attack Synergies 0 3

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.

Minions
Wall Breakers Graveyard
Tombstone
Goblin Hut
Graveyard
Wall Breakers
Minions
Hunter
Graveyard
Minions Goblin Hut
Goblin Machine
Monk

Defense Synergies 0 4

Minions
Tombstone Hunter
Tombstone
Minions Hunter
Goblin Hut
Hunter
Wall Breakers
Hunter
Minions Tombstone Goblin Hut
Graveyard
Goblin Machine
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.

Minions Tombstone Goblin Hut
Hunter Minions Tombstone Goblin Hut Monk
Goblin Hut Hunter Minions Tombstone
Goblin Hut Hunter Minions Tombstone Monk
Tombstone Monk
Minions Hunter
Minions Hunter Tombstone Goblin Hut
Monk
Hunter Minions Tombstone Goblin Hut
Hunter
Minions Tombstone Goblin Hut Hunter
Minions Hunter Goblin Hut
Tombstone Goblin Hut Hunter Minions
Minions Tombstone Goblin Hut Hunter
Tombstone Goblin Hut Hunter
Monk Goblin Hut Hunter
Minions Tombstone Goblin Hut Hunter
Tombstone Minions Goblin Hut Hunter
Hunter Minions Tombstone Goblin Hut
Goblin Hut Hunter
Minions Hunter

Counters to secondary win conditions

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

Tombstone Goblin Hut
Hunter Monk
Tombstone Minions Goblin Hut Hunter
Hunter Monk
Tombstone Goblin Hut Hunter
Minions Goblin Hut Hunter Monk
Minions Tombstone Goblin Hut Hunter
Hunter
Minions Tombstone Goblin Hut Monk
Tombstone Goblin Hut
Minions Tombstone Goblin Hut Hunter
Monk
Tombstone Hunter
Tombstone Goblin Hut Minions Hunter Monk
Minions Goblin Hut Hunter
Tombstone Goblin Hut

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
Goblin Hut
Minions Hunter Goblin Machine Monk
Hunter
Monk
Minions
Monk Goblin Machine
Monk
Goblin Hut Hunter
Minions Monk
Goblin Hut
Goblin Hut Hunter
Goblin Hut
Monk
Minions
Hunter Goblin Machine Monk
Goblin Machine Monk
Minions Monk
Monk
Monk
Hunter Goblin Machine
Hunter Monk
Monk
Hunter
Minions Goblin Hut
Hunter
Monk
Monk
Minions Tombstone Goblin Hut
Hunter Monk
Hunter
Monk
Minions
Monk
Monk

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