My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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 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!
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.

Ice Wizard

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.

Balloon Giant Skeleton Ice Wizard Monk

Offensive cards

Win conditions

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

Wall Breakers Balloon Miner

Damage spells

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

Earthquake Tornado

Punishments

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

Wall Breakers Balloon Miner

Pump responses

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

Earthquake 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 Balloon 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.

Balloon Giant Skeleton 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 Balloon Giant Skeleton Miner
Giant Snowball
Wall Breakers Balloon Miner
Zap
Wall Breakers Balloon
Barbarian Barrel
Wall Breakers Giant Skeleton Ice Wizard
The Log
Wall Breakers Giant Skeleton
Earthquake
Arrows
Wall Breakers
Royal Delivery
Wall Breakers Balloon Giant Skeleton Miner Ice Wizard
Fireball
Wall Breakers Balloon Ice Wizard
Poison
Balloon Ice Wizard
Lightning
Balloon Ice Wizard Monk
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Tornado Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Tornado Giant Skeleton Miner Ice Wizard

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.

Ice 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 Earthquake Tornado Miner Ice Wizard Balloon Monk Giant Skeleton

Shortest cycle

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

11 Wall Breakers Earthquake Tornado Miner

Attack Synergies 2 12

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.

Earthquake
Wall Breakers Tornado Balloon Giant Skeleton
Wall Breakers
Miner Earthquake Balloon
Tornado
Earthquake Balloon Giant Skeleton Ice Wizard
Balloon
Miner Earthquake Wall Breakers Tornado Giant Skeleton Ice Wizard
Giant Skeleton
Earthquake Tornado Balloon Miner Ice Wizard
Miner
Wall Breakers Balloon Giant Skeleton
Ice Wizard
Tornado Balloon Giant Skeleton
Monk

Defense Synergies 1 4

Earthquake
Tornado Ice Wizard
Wall Breakers
Tornado
Ice Wizard Earthquake Giant Skeleton
Balloon
Giant Skeleton
Tornado Ice Wizard
Miner
Ice Wizard
Tornado Earthquake Giant Skeleton
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.

Earthquake
Ice Wizard Monk
Tornado Giant Skeleton Ice Wizard
Ice Wizard Monk
Earthquake Tornado Giant Skeleton Monk
Tornado Earthquake Ice Wizard
Tornado Ice Wizard
Earthquake Giant Skeleton Monk
Tornado Ice Wizard
Tornado Giant Skeleton Miner Ice Wizard
Ice Wizard Earthquake Tornado Giant Skeleton
Tornado Ice Wizard
Earthquake Giant Skeleton Ice Wizard
Earthquake Tornado
Tornado Monk
Tornado
Tornado Ice Wizard
Earthquake Tornado Giant Skeleton Ice Wizard
Tornado
Earthquake Giant Skeleton

Counters to secondary win conditions

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

Giant Skeleton
Miner Monk
Giant Skeleton
Giant Skeleton Tornado Monk
Giant Skeleton
Tornado Ice Wizard Monk
Giant Skeleton Ice Wizard
Giant Skeleton
Giant Skeleton Tornado Monk
Giant Skeleton
Monk Tornado Giant Skeleton
Giant Skeleton
Tornado Giant Skeleton Monk
Earthquake Giant Skeleton Ice Wizard

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.)

Earthquake Giant Skeleton Monk
Monk Tornado Miner Ice Wizard
Earthquake Giant Skeleton Miner
Earthquake Giant Skeleton
Earthquake
Tornado Ice Wizard Monk
Earthquake Tornado
Earthquake Tornado Ice Wizard
Miner Monk Tornado
Tornado
Miner Monk Earthquake Tornado
Monk Tornado
Earthquake Miner
Earthquake Monk
Earthquake
Earthquake
Earthquake
Monk Earthquake Tornado
Earthquake Monk
Earthquake Tornado Miner Monk
Earthquake Giant Skeleton Monk
Tornado
Tornado Monk
Earthquake Monk
Earthquake Tornado Ice Wizard
Miner Earthquake Tornado Ice Wizard Monk
Tornado Miner Monk
Miner Tornado
Tornado Ice Wizard
Earthquake Miner
Monk
Giant Skeleton
Earthquake Monk
Earthquake
Tornado Ice Wizard Monk
Miner
Earthquake
Monk Tornado Giant Skeleton
Tornado Giant Skeleton
Tornado
Tornado Giant Skeleton Miner Monk

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