My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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 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!
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.

Wizard Inferno Dragon 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.

Royal Giant Elixir Golem Wizard Prince Inferno Dragon Phoenix Monk

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

Damage spells

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

Rage

Punishments

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

Royal Giant Elixir Golem Prince

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.

Royal Giant Elixir Golem Prince 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.

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 Elixir Golem Prince Inferno Dragon Phoenix
Giant Snowball
Inferno Dragon
Zap
Royal Giant Prince Inferno Dragon
Barbarian Barrel
Elixir Golem Wizard
The Log
Royal Giant Elixir Golem Prince
Earthquake
Elixir Golem
Arrows
Royal Delivery
Elixir Golem Wizard Prince Inferno Dragon
Fireball
Elixir Golem Wizard Inferno Dragon
Poison
Elixir Golem Wizard Phoenix
Lightning
Wizard Prince Inferno Dragon Phoenix Monk
Rocket
Wizard Prince Inferno Dragon Phoenix

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Rage Prince Inferno Dragon

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

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.

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.

Rage Elixir Golem Inferno Dragon Phoenix Wizard Prince Monk Royal Giant

Shortest cycle

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

13 Rage Elixir Golem Inferno Dragon Phoenix

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.

Royal Giant
Wizard Monk
Elixir Golem
Rage Wizard Inferno Dragon Monk
Wizard
Royal Giant Elixir Golem Rage Prince
Rage
Elixir Golem Wizard Prince Phoenix
Prince
Wizard Rage
Inferno Dragon
Elixir Golem
Phoenix
Monk Rage
Monk
Phoenix Royal Giant Elixir Golem

Defense Synergies 0 2

Royal Giant
Elixir Golem
Wizard
Prince
Rage
Prince
Wizard
Inferno Dragon
Phoenix
Monk
Monk
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.

Wizard
Inferno Dragon Prince Phoenix Monk
Prince Inferno Dragon
Prince Inferno Dragon Phoenix Monk
Prince Monk
Inferno Dragon Wizard Phoenix
Phoenix Monk
Inferno Dragon Prince Phoenix
Prince Phoenix
Wizard
Inferno Dragon Wizard Phoenix
Prince Wizard
Wizard Prince
Inferno Dragon Prince Phoenix
Monk Prince Inferno Dragon
Wizard Prince
Wizard Prince
Wizard Inferno Dragon
Prince Inferno Dragon Phoenix
Wizard Prince
Inferno Dragon

Counters to secondary win conditions

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

Prince
Wizard Prince Inferno Dragon Phoenix Monk
Prince
Prince Phoenix Monk
Prince Inferno Dragon Phoenix
Wizard Monk
Prince Phoenix
Prince Inferno Dragon Phoenix
Prince Inferno Dragon Phoenix Monk
Inferno Dragon Phoenix
Inferno Dragon Prince Phoenix
Monk Prince Phoenix
Prince Wizard
Wizard
Phoenix Prince Inferno Dragon Monk
Wizard Inferno Dragon Phoenix

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
Prince
Wizard
Wizard Monk
Wizard
Wizard
Monk Wizard
Prince
Monk Wizard Prince
Monk Wizard
Monk
Prince
Wizard
Wizard
Monk
Wizard Prince Monk
Wizard Monk
Prince Monk
Wizard
Prince Monk
Monk
Wizard
Inferno Dragon
Wizard Monk
Wizard Prince Monk
Wizard
Wizard
Wizard
Monk
Prince
Wizard Monk
Prince
Wizard Monk
Wizard Prince
Wizard
Monk
Prince
Prince Monk
Prince Inferno Dragon
Wizard Monk

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