My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Wizard Night Witch

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.

Royal Giant Wizard Giant Skeleton Night Witch Monk

Offensive cards

Win conditions

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

Mortar Royal Giant Wall Breakers

Damage spells

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

Void

Punishments

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

Mortar Royal Giant Wall Breakers

Pump responses

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

Void

Dropped at the bridge

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

Mortar Royal Giant Wall Breakers Giant Skeleton

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.

Giant Skeleton 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
Royal Giant Wall Breakers Giant Skeleton Night Witch
Giant Snowball
Wall Breakers Night Witch
Zap
Mortar Royal Giant Wall Breakers Night Witch
Barbarian Barrel
Mortar Wizard Wall Breakers Giant Skeleton Night Witch
The Log
Royal Giant Wall Breakers Giant Skeleton
Earthquake
Mortar
Arrows
Wall Breakers Night Witch
Royal Delivery
Wizard Wall Breakers Giant Skeleton Night Witch
Fireball
Mortar Wizard Wall Breakers Night Witch
Poison
Mortar Wizard Night Witch
Lightning
Mortar Wizard Night Witch Monk
Rocket
Mortar Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Wizard

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.

Giant Skeleton Night Witch

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.

Royal 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Void Mortar Night Witch Wizard Monk Royal Giant Giant Skeleton

Shortest cycle

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

13 Wall Breakers Void Mortar Night Witch

Attack Synergies 1 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.

Mortar
Royal Giant
Royal Giant
Mortar Wizard Void Giant Skeleton Night Witch Monk
Wizard
Royal Giant Giant Skeleton
Wall Breakers
Void
Royal Giant
Giant Skeleton
Royal Giant Wizard Night Witch
Night Witch
Royal Giant Giant Skeleton Monk
Monk
Royal Giant Night Witch

Defense Synergies 0 2

Mortar
Wizard
Royal Giant
Wizard
Mortar Giant Skeleton
Wall Breakers
Void
Giant Skeleton
Wizard
Night Witch
Monk

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 Wizard Void
Mortar Night Witch Monk
Mortar Void Giant Skeleton Night Witch
Night Witch Mortar Monk
Giant Skeleton Monk
Night Witch
Mortar Wizard Void Night Witch
Void Giant Skeleton Monk
Mortar Night Witch
Giant Skeleton Night Witch
Wizard Giant Skeleton Night Witch
Wizard Night Witch
Mortar Night Witch Wizard Giant Skeleton
Wizard Mortar Night Witch
Mortar
Monk Mortar
Wizard Mortar Night Witch
Mortar Wizard Night Witch
Mortar Wizard Giant Skeleton
Mortar
Wizard Giant Skeleton Night Witch

Counters to secondary win conditions

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

Void Giant Skeleton
Void Mortar Wizard Monk
Giant Skeleton
Giant Skeleton Night Witch Monk
Giant Skeleton Night Witch
Wizard Monk
Void Giant Skeleton Night Witch
Giant Skeleton
Void Giant Skeleton Mortar Monk
Giant Skeleton
Monk Void Giant Skeleton
Giant Skeleton Wizard Night Witch
Wizard
Mortar Giant Skeleton Night Witch Monk
Wizard Giant Skeleton

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.)

Void Mortar Giant Skeleton Monk
Mortar Void Monk
Void Giant Skeleton
Void Giant Skeleton
Wizard Mortar
Wizard Monk
Mortar Wizard
Wizard
Void Monk Mortar Wizard
Void Night Witch
Void Monk Mortar Wizard
Void Monk Wizard
Mortar Void
Mortar Void Monk
Mortar
Mortar Wizard
Mortar Wizard
Monk Mortar
Night Witch
Void Mortar Wizard Monk
Mortar Wizard Monk
Void Giant Skeleton Night Witch Monk
Wizard Void
Void Monk
Mortar Void Monk
Mortar Wizard
Mortar Void Wizard Monk
Void Mortar Wizard Monk
Void Mortar
Wizard Night Witch
Wizard Void
Void Night Witch
Void Mortar Wizard Night Witch
Void Monk
Giant Skeleton
Wizard Monk
Void Night Witch
Wizard Monk
Void Wizard
Mortar Wizard
Void Monk Giant Skeleton
Giant Skeleton
Void
Void Mortar Giant Skeleton Monk

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