My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard

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.

Skeletons Bats Wizard Monk

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Zap Tornado

Punishments

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

Wall Breakers

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.

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.

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
Skeletons Bats Wall Breakers Guards
Giant Snowball
Skeletons Bats Wall Breakers Guards
Zap
Skeletons Bats Wall Breakers Guards
Barbarian Barrel
Skeletons Wizard Wall Breakers Guards
The Log
Skeletons Wall Breakers Guards
Earthquake
Skeletons Guards
Arrows
Skeletons Bats Wall Breakers Guards
Royal Delivery
Skeletons Bats Wizard Wall Breakers Guards
Fireball
Wizard Wall Breakers
Poison
Bats Wizard Guards
Lightning
Wizard Monk
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado

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.

Bats Guards Tornado

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Bats Zap Wall Breakers Guards Tornado Wizard Monk

Shortest cycle

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

7 Skeletons Bats Zap Wall Breakers

Attack Synergies 2 4

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.

Skeletons
Bats
Zap Wall Breakers
Zap
Tornado Bats Wall Breakers Guards
Wizard
Tornado
Wall Breakers
Bats Zap
Guards
Zap
Tornado
Zap Wizard
Monk

Defense Synergies 1 9

Skeletons
Bats Zap Wizard Tornado Monk
Bats
Skeletons Zap
Zap
Skeletons Bats Guards Tornado
Wizard
Tornado Skeletons Guards
Wall Breakers
Guards
Zap Wizard
Tornado
Wizard Skeletons Zap
Monk
Skeletons

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.

Zap Wizard
Skeletons Bats Zap Monk
Tornado Skeletons Bats
Skeletons Bats Guards Monk
Tornado Monk
Tornado Skeletons Bats Zap Guards
Bats Tornado Zap Wizard
Zap Monk
Skeletons Tornado
Guards Tornado Skeletons
Bats Guards Skeletons Zap Wizard Tornado
Bats Zap Wizard Tornado
Skeletons Bats Zap Wizard Guards
Wizard Bats Zap Guards Tornado
Tornado Monk Zap
Wizard Skeletons Bats Tornado
Bats Zap Wizard Guards Tornado
Zap Wizard Tornado Bats Guards
Tornado
Wizard Bats Guards

Counters to secondary win conditions

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

Guards Skeletons Zap
Zap Wizard Monk
Guards Skeletons Bats Zap
Guards Bats Zap Tornado Monk
Skeletons Guards
Wizard Skeletons Bats Zap Tornado Monk
Guards Skeletons Bats
Zap Skeletons Bats Tornado Monk
Skeletons Guards
Bats Guards
Monk Zap Guards Tornado
Skeletons Wizard Guards
Wizard
Guards Skeletons Bats Zap Tornado Monk
Bats Zap Wizard
Zap

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.)

Guards Monk
Monk Zap Tornado
Guards
Wizard Zap
Wizard Bats Zap Tornado Monk
Wizard Tornado
Zap Wizard Tornado
Monk Zap Wizard Tornado
Bats Guards Tornado
Monk Zap Wizard Tornado
Monk Zap Wizard Tornado
Monk
Zap
Zap Wizard
Wizard
Monk Tornado
Bats
Zap Wizard Monk
Zap Wizard Tornado Monk
Monk
Wizard Tornado
Tornado Monk
Zap Monk
Zap Tornado Wizard
Zap Wizard Tornado Monk
Zap Wizard Tornado Monk
Zap Tornado
Bats Zap Wizard Tornado
Zap Bats Wizard Guards
Zap Wizard
Zap Monk
Wizard Monk
Zap Bats Guards
Zap Wizard Tornado Monk
Wizard
Zap Wizard
Monk Zap Tornado
Zap Bats Guards Tornado
Bats Zap Tornado
Zap Tornado Monk
Wizard Monk

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