My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Bad
Versatility
Good
F2P score
RIP

1 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!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon Magic Archer

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.

Battle Ram Electro Dragon Royal Ghost Magic Archer Monk

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Rage Tornado

Punishments

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

Battle Ram Royal Ghost

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 Ram Royal Ghost Magic Archer

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.

Electro Dragon Royal Ghost Magic Archer 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
Battle Ram Guards
Giant Snowball
Battle Ram Guards Electro Dragon
Zap
Battle Ram Guards
Barbarian Barrel
Battle Ram Guards Royal Ghost Magic Archer
The Log
Battle Ram Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Battle Ram Guards Electro Dragon Royal Ghost Magic Archer
Fireball
Battle Ram Electro Dragon Magic Archer
Poison
Guards Electro Dragon Magic Archer
Lightning
Battle Ram Electro Dragon Magic Archer Monk
Rocket
Electro Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Electro Dragon Royal Ghost Magic Archer

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 Ram Rage Guards Tornado Royal Ghost

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 Guards Tornado Royal Ghost Battle Ram Magic Archer Electro Dragon Monk

Shortest cycle

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

11 Rage Guards Tornado Royal Ghost

Attack Synergies 2 7

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.

Battle Ram
Magic Archer Tornado Royal Ghost
Rage
Electro Dragon
Guards
Tornado
Magic Archer Battle Ram Electro Dragon
Electro Dragon
Rage Tornado Magic Archer
Royal Ghost
Battle Ram Magic Archer Monk
Magic Archer
Battle Ram Tornado Electro Dragon Royal Ghost
Monk
Royal Ghost

Defense Synergies 1 3

Battle Ram
Rage
Guards
Electro Dragon Magic Archer
Tornado
Magic Archer Electro Dragon
Electro Dragon
Guards Tornado
Royal Ghost
Magic Archer
Tornado Guards
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.

Electro Dragon Magic Archer
Electro Dragon Monk
Tornado Electro Dragon
Guards Electro Dragon Monk
Tornado Monk
Tornado Guards Electro Dragon Royal Ghost Magic Archer
Tornado Electro Dragon Magic Archer
Electro Dragon Magic Archer Monk
Tornado
Guards Tornado Royal Ghost
Guards Tornado Electro Dragon Royal Ghost Magic Archer
Tornado Electro Dragon Magic Archer
Guards Electro Dragon
Guards Tornado Electro Dragon Royal Ghost Magic Archer
Tornado Monk
Tornado Electro Dragon
Guards Tornado Electro Dragon Royal Ghost Magic Archer
Tornado Guards Electro Dragon Royal Ghost Magic Archer
Tornado
Royal Ghost Guards Electro Dragon

Counters to secondary win conditions

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

Guards Royal Ghost
Electro Dragon Royal Ghost Magic Archer Monk
Guards Electro Dragon
Guards Tornado Monk
Guards
Tornado Electro Dragon Magic Archer Monk
Guards
Electro Dragon Tornado Magic Archer Monk
Guards
Guards Electro Dragon
Monk Guards Tornado
Guards
Electro Dragon Magic Archer
Guards Electro Dragon Tornado Magic Archer Monk
Electro Dragon Royal Ghost Magic Archer

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.)

Magic Archer Guards Electro Dragon Royal Ghost Monk
Monk Tornado Electro Dragon Royal Ghost Magic Archer
Electro Dragon Magic Archer
Guards
Magic Archer
Tornado Electro Dragon Magic Archer Monk
Tornado Magic Archer
Tornado Electro Dragon Magic Archer
Monk Tornado Electro Dragon
Guards Tornado Electro Dragon
Monk Tornado Electro Dragon Magic Archer
Monk Tornado Electro Dragon Magic Archer
Magic Archer
Electro Dragon Magic Archer Monk
Magic Archer
Electro Dragon Magic Archer
Magic Archer Electro Dragon
Monk Tornado
Electro Dragon Magic Archer Monk
Tornado Electro Dragon Magic Archer Monk
Magic Archer Monk
Tornado
Tornado Monk
Electro Dragon Monk
Tornado Electro Dragon Magic Archer
Tornado Electro Dragon Royal Ghost Magic Archer Monk
Tornado Electro Dragon Magic Archer Monk
Tornado Magic Archer
Tornado Electro Dragon Magic Archer
Electro Dragon Guards
Electro Dragon Magic Archer
Electro Dragon Magic Archer Monk
Magic Archer Monk
Guards Electro Dragon Magic Archer
Tornado Electro Dragon Magic Archer Monk
Electro Dragon Magic Archer
Electro Dragon Magic Archer
Monk Tornado
Electro Dragon
Electro Dragon Guards Tornado Magic Archer
Tornado Electro Dragon Magic Archer
Electro Dragon Tornado Royal Ghost Magic Archer Monk
Electro Dragon Monk

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