My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Mediocre
Synergy
Mediocre
Versatility
RIP
F2P score
Mediocre

3 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 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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 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.

Missing

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 Bomber Elixir Golem Monk

Offensive cards

Win conditions

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

Elixir Golem Wall Breakers

Damage spells

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

Zap Rage

Punishments

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

Elixir Golem 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.

Elixir Golem 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 Bomber Elixir Golem Wall Breakers
Giant Snowball
Skeletons Bomber Wall Breakers
Zap
Skeletons Bomber Wall Breakers
Barbarian Barrel
Skeletons Bomber Elixir Golem Wall Breakers
The Log
Skeletons Bomber Elixir Golem Wall Breakers
Earthquake
Skeletons Bomber Elixir Golem
Arrows
Skeletons Bomber Wall Breakers
Royal Delivery
Skeletons Bomber Elixir Golem Wall Breakers
Fireball
Bomber Elixir Golem Wall Breakers
Poison
Bomber Elixir Golem
Lightning
Monk
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap

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

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.

Mirror Skeletons Bomber Zap Wall Breakers Rage Elixir Golem Monk

Shortest cycle

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

5 Mirror Skeletons Bomber Zap

Attack Synergies 2 8

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
Bomber
Zap Elixir Golem Monk
Zap
Mirror Bomber Elixir Golem Wall Breakers
Elixir Golem
Rage Bomber Zap Mirror Monk
Mirror
Zap Elixir Golem Wall Breakers
Wall Breakers
Zap Mirror
Rage
Elixir Golem
Monk
Bomber Elixir Golem

Defense Synergies 1 4

Skeletons
Bomber Zap Monk
Bomber
Skeletons Zap
Zap
Mirror Skeletons Bomber
Elixir Golem
Mirror
Zap
Wall Breakers
Rage
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.

Bomber Zap
Skeletons Zap Monk
Skeletons Bomber
Skeletons Monk
Bomber Monk
Skeletons Bomber Zap
Zap
Zap Monk
Skeletons
Skeletons Bomber
Skeletons Bomber Zap
Zap
Skeletons Bomber Zap
Bomber Zap
Monk Zap
Skeletons Bomber
Bomber Zap
Zap Bomber
Bomber

Counters to secondary win conditions

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

Skeletons Zap
Bomber Zap Monk
Skeletons Zap
Zap Monk
Skeletons
Skeletons Zap Monk
Skeletons
Zap Skeletons Monk
Skeletons
Monk Zap
Skeletons
Bomber
Skeletons Bomber Zap Monk
Bomber Zap
Bomber 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.)

Monk
Monk Zap
Bomber Zap
Zap Monk
Bomber
Zap
Monk Zap
Monk Zap
Monk Zap
Monk
Zap
Bomber Zap
Monk
Bomber
Bomber Zap Monk
Bomber Zap Monk
Monk
Monk
Zap Monk
Zap Bomber
Zap Monk
Zap Monk
Zap
Zap
Zap
Bomber Zap
Zap Monk
Monk
Zap
Zap Monk
Bomber Zap
Monk Zap
Zap
Zap
Zap Monk
Monk

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