My Best Clash Royale Deck

Deck Check Rating

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

3 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 anti-air splash!

You don't have a card, that attacks air and has splash 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 splash!

You don't have a card, that attacks ground and has splash 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 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!
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.

Minions

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.

Knight Royal Recruits Monk

Offensive cards

Win conditions

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

Royal Hogs Miner

Damage spells

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

Rage

Punishments

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

Royal Recruits Royal Hogs 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.

Knight Royal Recruits Royal Hogs

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.

Royal Hogs 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
Minions Royal Recruits Royal Hogs Guards Miner
Giant Snowball
Minions Royal Recruits Royal Hogs Guards Miner
Zap
Minions Royal Hogs Guards
Barbarian Barrel
Knight Royal Recruits Royal Hogs Guards
The Log
Royal Recruits Royal Hogs Guards
Earthquake
Royal Hogs Guards
Arrows
Minions Royal Recruits Royal Hogs Guards
Royal Delivery
Knight Minions Royal Recruits Royal Hogs Guards Miner
Fireball
Minions Royal Hogs
Poison
Minions Royal Recruits Royal Hogs Guards
Lightning
Knight Monk
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Royal Recruits Rage Guards Miner

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Knight Minions Guards Miner Royal Hogs Monk Royal Recruits

Shortest cycle

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

11 Rage Knight Minions 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.

Knight
Minions Royal Hogs Miner
Minions
Knight Rage Miner Royal Recruits Royal Hogs
Royal Recruits
Minions Royal Hogs
Royal Hogs
Knight Minions Royal Recruits Guards Monk
Rage
Minions
Guards
Miner Royal Hogs
Miner
Minions Guards Knight
Monk
Royal Hogs

Defense Synergies 1 1

Knight
Minions
Minions
Knight Royal Recruits
Royal Recruits
Minions
Royal Hogs
Rage
Guards
Miner
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.

Knight Minions Royal Recruits
Knight Minions Royal Recruits Monk
Knight Minions Royal Recruits
Royal Recruits Knight Minions Guards Monk
Royal Recruits Monk
Minions Guards
Minions
Royal Recruits Monk
Minions Royal Recruits
Knight Guards Royal Recruits Miner
Minions Guards Knight Royal Recruits
Minions
Royal Recruits Knight Minions Guards
Minions Royal Recruits Guards
Royal Recruits Knight
Monk Royal Recruits
Knight Minions Royal Recruits
Knight Minions Royal Recruits Guards
Knight Minions Royal Recruits Guards
Royal Recruits
Royal Recruits Knight Minions Guards

Counters to secondary win conditions

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

Knight Royal Recruits Guards
Knight Miner Monk
Royal Recruits Guards Knight Minions
Royal Recruits Guards Knight Monk
Royal Recruits Knight Guards
Minions Monk
Royal Recruits Guards Knight Minions
Knight Royal Recruits
Royal Recruits Knight Minions Monk
Royal Recruits Guards
Knight Minions Royal Recruits Guards
Royal Recruits Monk Guards
Royal Recruits Knight Guards
Royal Recruits
Royal Recruits Guards Knight Minions Monk
Minions Royal Recruits

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 Royal Recruits Guards Monk
Monk Miner
Miner
Knight Royal Recruits Guards
Minions Monk
Miner Monk
Minions Guards
Miner Monk Knight Royal Recruits
Monk
Knight Miner
Minions Monk
Royal Recruits
Monk
Minions
Monk
Miner Monk
Minions Monk
Monk
Royal Recruits Monk
Miner Monk
Miner Monk
Miner
Minions Guards
Miner
Monk
Monk
Minions Royal Recruits Guards
Monk
Miner Knight
Monk
Royal Recruits
Minions Royal Recruits Guards
Royal Recruits Miner Monk

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: