My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Phoenix

Defensive buildings

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

Bomb Tower

Investments

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

Phoenix Monk

Offensive cards

Win conditions

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

Wall Breakers Miner

Damage spells

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

Zap The Log

Punishments

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

Wall Breakers Miner

Pump responses

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

Miner

Dropped at the bridge

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

Wall Breakers Phoenix

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.

Miner 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
Wall Breakers Guards Miner Phoenix
Giant Snowball
Wall Breakers Guards Miner
Zap
Wall Breakers Guards
Barbarian Barrel
Bomb Tower Wall Breakers Guards
The Log
Wall Breakers Guards
Earthquake
Bomb Tower Guards
Arrows
Wall Breakers Guards
Royal Delivery
Wall Breakers Guards Miner
Fireball
Bomb Tower Wall Breakers
Poison
Bomb Tower Guards Phoenix
Lightning
Bomb Tower Phoenix Monk
Rocket
Bomb Tower Phoenix

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Bomb Tower 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.

Guards Miner

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.

Zap Wall Breakers The Log Guards Miner Bomb Tower Phoenix Monk

Shortest cycle

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

9 Zap Wall Breakers The Log Guards

Attack Synergies 4 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.

Zap
Miner Wall Breakers Guards The Log Phoenix
Bomb Tower
Wall Breakers
Miner Zap The Log
Guards
Miner Zap The Log
The Log
Zap Wall Breakers Guards Miner
Miner
Zap Wall Breakers Guards The Log
Phoenix
Monk Zap
Monk
Phoenix

Defense Synergies 2 7

Zap
Bomb Tower Guards The Log Miner Phoenix
Bomb Tower
Zap The Log
Wall Breakers
Guards
Zap The Log
The Log
Bomb Tower Zap Guards Miner
Miner
Zap The Log
Phoenix
Zap Monk
Monk
Phoenix

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 The Log
Bomb Tower Zap The Log Phoenix Monk
Bomb Tower
Bomb Tower Guards Phoenix Monk
Bomb Tower The Log Monk
The Log Zap Bomb Tower Guards
Zap Bomb Tower Phoenix
Zap Bomb Tower The Log Phoenix Monk
Bomb Tower Phoenix
Guards Miner Phoenix
Guards Zap Bomb Tower The Log
Zap Phoenix
Bomb Tower Zap Guards The Log
Bomb Tower Zap Guards The Log
Bomb Tower Phoenix
Bomb Tower Monk Zap The Log
Bomb Tower
Bomb Tower Zap Guards The Log
Zap Bomb Tower The Log Guards
Bomb Tower Phoenix
Bomb Tower Guards The Log

Counters to secondary win conditions

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

Guards Zap
Zap Bomb Tower The Log Miner Phoenix Monk
Guards Zap Bomb Tower The Log
Guards Zap The Log Phoenix Monk
Guards Phoenix
Zap Bomb Tower Monk
Guards Bomb Tower Phoenix
Bomb Tower Phoenix
Zap Bomb Tower The Log Phoenix Monk
Guards Phoenix
Bomb Tower Guards Phoenix
Monk Zap Guards The Log Phoenix
Bomb Tower Guards
Bomb Tower
Guards Phoenix Zap Bomb Tower The Log Monk
Zap Bomb Tower The Log Phoenix
Bomb Tower

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 The Log Monk
Monk Zap The Log Miner
The Log Miner
Guards The Log
Zap The Log
Zap Monk
The Log
The Log Zap
The Log Miner Monk Zap
Guards
Miner Monk Zap The Log
Monk Zap
The Log Miner
Monk
Zap The Log
Zap The Log
The Log
Monk
Zap The Log Monk
Zap The Log Miner Monk
The Log Monk
The Log Monk
Zap The Log Monk
Zap The Log
The Log Miner Zap Monk
Zap The Log Miner Monk
Miner Zap The Log
Zap
Zap Guards
Zap The Log Miner
Zap Monk
The Log Monk
Zap Guards
Zap Monk
The Log
Miner
The Log Zap
Monk Zap
Zap Guards The Log
Zap
Zap The Log Miner Monk

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