My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Mediocre
F2P score
Bad

3 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Executioner

Defensive buildings

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

Mortar

Investments

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

Skeletons Executioner Monk

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Fireball Tornado The Log

Punishments

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

Mortar

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Spirit Mortar

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 Spirit 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
Giant Snowball
Skeletons
Zap
Skeletons Mortar
Barbarian Barrel
Skeletons Electro Spirit Mortar Executioner
The Log
Skeletons Electro Spirit
Earthquake
Skeletons Mortar
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit Executioner
Fireball
Mortar Executioner
Poison
Mortar Executioner
Lightning
Mortar Executioner Monk
Rocket
Mortar Executioner

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Tornado Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Mortar Fireball Tornado Executioner The Log

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.

Electro Spirit Tornado Executioner

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.

Fireball

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.

Fireball

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit The Log Tornado Mortar Fireball Executioner Monk

Shortest cycle

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

7 Skeletons Electro Spirit The Log Tornado

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.

Skeletons
Electro Spirit
Fireball
Mortar
Fireball Tornado The Log
Fireball
Tornado Electro Spirit Mortar The Log
Tornado
Fireball Executioner Mortar The Log
Executioner
Tornado The Log
The Log
Mortar Fireball Tornado Executioner
Monk

Defense Synergies 3 12

Skeletons
Electro Spirit Mortar Tornado Executioner The Log Monk
Electro Spirit
Skeletons The Log
Mortar
Skeletons Fireball Tornado The Log
Fireball
Tornado The Log Mortar
Tornado
Fireball Executioner Skeletons Mortar The Log
Executioner
Tornado Skeletons The Log
The Log
Fireball Skeletons Electro Spirit Mortar Tornado Executioner
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.

Mortar Fireball Executioner The Log
Skeletons Mortar Executioner The Log Monk
Mortar Tornado Skeletons Executioner
Skeletons Mortar Monk
Fireball Tornado The Log Monk
Fireball Tornado The Log Skeletons Electro Spirit Executioner
Tornado Electro Spirit Mortar Fireball Executioner
Electro Spirit Fireball The Log Monk
Skeletons Mortar Tornado
Tornado Skeletons
Executioner Skeletons Electro Spirit Fireball Tornado The Log
Executioner Fireball Tornado
Mortar Skeletons Fireball The Log
Fireball Executioner Electro Spirit Mortar Tornado The Log
Mortar
Tornado Monk Mortar Fireball The Log
Skeletons Mortar Fireball Tornado Executioner
Mortar Fireball Electro Spirit Tornado Executioner The Log
Mortar Tornado Executioner The Log Electro Spirit Fireball
Mortar Tornado
Electro Spirit Fireball Executioner The Log

Counters to secondary win conditions

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

Skeletons Fireball
Fireball Mortar Executioner The Log Monk
Skeletons The Log
Fireball Tornado The Log Monk
Skeletons Executioner
Fireball Executioner Skeletons Electro Spirit Tornado Monk
Skeletons Fireball
Skeletons Electro Spirit Mortar Fireball Tornado The Log Monk
Skeletons
Monk Fireball Tornado The Log
Skeletons Fireball Executioner
Fireball Executioner
Skeletons Electro Spirit Mortar Fireball Tornado Executioner The Log Monk
Executioner Electro Spirit Fireball The Log

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.)

Fireball Mortar The Log Monk
Mortar Fireball Monk Tornado Executioner The Log
Fireball The Log
Fireball The Log
Fireball Executioner Mortar The Log
Fireball Executioner Electro Spirit Tornado Monk
Mortar Tornado Executioner The Log
Fireball The Log Tornado Executioner
Fireball The Log Monk Mortar Tornado
Fireball Tornado
Monk Mortar Fireball Tornado The Log
Fireball Monk Tornado Executioner
Mortar Fireball Executioner The Log
Mortar Fireball Monk
Mortar Fireball The Log
Mortar Fireball Executioner The Log
Mortar Fireball Executioner The Log
Monk Mortar Fireball Tornado
Mortar Fireball Executioner The Log Monk
Mortar Fireball Tornado The Log Monk
Fireball The Log Monk
Fireball Tornado
Tornado The Log Monk
Mortar Fireball The Log Monk
Tornado The Log Electro Spirit Mortar Fireball Executioner
Mortar Fireball The Log Tornado Executioner Monk
Fireball Mortar Tornado The Log Monk
Fireball Mortar Tornado The Log
Fireball Tornado Executioner
Electro Spirit Fireball
Fireball
Mortar Fireball The Log
Electro Spirit Fireball Monk
Fireball The Log Monk
Electro Spirit Fireball
Fireball Tornado Executioner Monk
The Log Fireball
Fireball Executioner
The Log Mortar Fireball Executioner
Monk Fireball Tornado
Executioner
Electro Spirit Fireball Tornado The Log
Fireball Tornado Executioner
Mortar Fireball Tornado Executioner The Log Monk

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