My Best Clash Royale Deck

Deck Check Rating

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

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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Minions Firecracker

Defensive buildings

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

Cannon

Investments

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

Skeletons Knight Firecracker Electro Giant Monk

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Missing

Punishments

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

Electro Giant

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.

Knight Electro Giant

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.

Firecracker 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 Minions
Giant Snowball
Skeletons Minions Cannon
Zap
Skeletons Minions Cannon Firecracker
Barbarian Barrel
Skeletons Knight Cannon Firecracker
The Log
Skeletons Cannon Firecracker
Earthquake
Skeletons Cannon Firecracker
Arrows
Skeletons Minions Firecracker
Royal Delivery
Skeletons Knight Minions Firecracker
Fireball
Minions Cannon Firecracker
Poison
Minions Cannon Firecracker
Lightning
Knight Cannon Monk
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Giant

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.

Knight Electro 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.

Minions

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Knight Minions Cannon Firecracker Monk Electro Giant

Shortest cycle

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

7 Mirror Skeletons Knight Minions

Attack Synergies 3 3

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
Knight
Minions Firecracker
Minions
Knight Firecracker
Cannon
Firecracker
Knight Minions Mirror Monk
Mirror
Electro Giant Firecracker
Electro Giant
Mirror
Monk
Firecracker

Defense Synergies 5 9

Skeletons
Cannon Knight Minions Firecracker Monk
Knight
Minions Cannon Firecracker Skeletons
Minions
Knight Skeletons Cannon Firecracker
Cannon
Skeletons Knight Mirror Minions Firecracker Electro Giant
Firecracker
Knight Skeletons Minions Cannon Mirror
Mirror
Cannon Firecracker
Electro Giant
Cannon
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.

Knight Minions Cannon Firecracker
Skeletons Knight Minions Cannon Firecracker Monk
Cannon Skeletons Knight Minions
Cannon Skeletons Knight Minions Firecracker Monk
Firecracker Monk
Skeletons Minions Cannon Firecracker
Minions Cannon Firecracker
Cannon Electro Giant Monk
Cannon Skeletons Minions
Knight Skeletons Cannon Firecracker
Minions Skeletons Knight Cannon Firecracker Electro Giant
Minions Firecracker
Cannon Skeletons Knight Minions
Minions Cannon Firecracker
Knight Cannon
Monk Cannon Electro Giant
Skeletons Knight Minions Cannon Firecracker
Cannon Knight Minions Firecracker
Knight Minions Cannon Firecracker
Cannon
Knight Minions Cannon Firecracker Electro Giant
Cannon

Counters to secondary win conditions

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

Knight Skeletons Electro Giant
Knight Firecracker Monk
Skeletons Knight Minions
Knight Monk
Skeletons Knight Cannon
Firecracker Electro Giant Skeletons Minions Monk
Skeletons Knight Minions
Knight
Skeletons Knight Minions Firecracker Monk
Skeletons Cannon
Knight Minions
Monk Electro Giant
Skeletons Knight Cannon
Cannon Firecracker Electro Giant
Electro Giant Skeletons Knight Minions Firecracker Monk
Minions Cannon Firecracker Electro Giant
Cannon

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.)

Knight Firecracker Monk
Firecracker Monk
Knight Firecracker
Firecracker
Firecracker Electro Giant Minions Monk
Firecracker
Firecracker
Monk Firecracker
Minions
Firecracker Monk Knight
Monk Firecracker
Knight Firecracker
Minions Firecracker Monk
Firecracker
Firecracker
Firecracker
Monk
Minions
Firecracker Monk
Firecracker Electro Giant Monk
Minions Monk
Monk
Monk
Firecracker Electro Giant
Firecracker Monk
Monk
Firecracker
Firecracker Electro Giant
Minions Firecracker Electro Giant
Firecracker Monk
Firecracker Monk
Minions
Firecracker Monk
Knight Firecracker
Firecracker
Monk Electro Giant
Firecracker
Electro Giant Minions Firecracker
Firecracker
Firecracker Electro Giant Monk
Firecracker Monk

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