My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Phoenix Monk

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 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.

Goblin Gang Wizard Witch

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.

Wizard Witch P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

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.

Goblin Gang Miner Mega Knight

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.

Goblin Gang P.E.K.K.A Mega Knight

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

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
Goblin Gang Skeleton Army Miner
Giant Snowball
Goblin Gang Skeleton Army Witch Miner
Zap
Goblin Gang Skeleton Army Witch
Barbarian Barrel
Goblin Gang Wizard Skeleton Army Witch
The Log
Goblin Gang Skeleton Army Witch
Earthquake
Goblin Gang Skeleton Army Witch
Arrows
Goblin Gang Skeleton Army Witch
Royal Delivery
Goblin Gang Wizard Skeleton Army Witch P.E.K.K.A Miner
Fireball
Goblin Gang Wizard Skeleton Army Witch
Poison
Goblin Gang Wizard Skeleton Army Witch
Lightning
Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Mega Knight

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.

Rage Skeleton Army P.E.K.K.A Miner Mega Knight

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.

Skeleton Army

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.

Goblin Gang Wizard Witch

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.

Rage Goblin Gang Skeleton Army Miner Wizard Witch P.E.K.K.A Mega Knight

Shortest cycle

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

11 Rage Goblin Gang Skeleton Army Miner

Attack Synergies 2 9

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.

Goblin Gang
Miner P.E.K.K.A
Wizard
Rage P.E.K.K.A Miner Mega Knight
Rage
Witch Wizard
Skeleton Army
Witch
Rage P.E.K.K.A Miner Mega Knight
P.E.K.K.A
Goblin Gang Wizard Witch
Miner
Goblin Gang Wizard Witch Mega Knight
Mega Knight
Wizard Witch Miner

Defense Synergies 0 8

Goblin Gang
Skeleton Army P.E.K.K.A Miner
Wizard
Skeleton Army P.E.K.K.A Mega Knight
Rage
Skeleton Army
Goblin Gang Wizard
Witch
Mega Knight
P.E.K.K.A
Goblin Gang Wizard
Miner
Goblin Gang Mega Knight
Mega Knight
Wizard Witch Miner

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.

Wizard
Skeleton Army P.E.K.K.A Goblin Gang Witch Mega Knight
Goblin Gang Skeleton Army Witch P.E.K.K.A Mega Knight
Skeleton Army Witch P.E.K.K.A Goblin Gang Mega Knight
Skeleton Army P.E.K.K.A Mega Knight
Goblin Gang Skeleton Army Mega Knight
Goblin Gang Wizard Witch
P.E.K.K.A Mega Knight
Witch P.E.K.K.A Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Miner Mega Knight
Goblin Gang Skeleton Army Witch Wizard Mega Knight
Goblin Gang Wizard Witch
Skeleton Army P.E.K.K.A Mega Knight Goblin Gang Wizard Witch
Wizard Skeleton Army Mega Knight Goblin Gang Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Goblin Gang Mega Knight
Skeleton Army Goblin Gang P.E.K.K.A Mega Knight
Wizard Mega Knight Goblin Gang Skeleton Army Witch P.E.K.K.A
Mega Knight Goblin Gang Wizard Skeleton Army Witch
Wizard Witch Mega Knight
P.E.K.K.A
Goblin Gang Wizard Skeleton Army Mega Knight Witch P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Mega Knight Witch P.E.K.K.A
Goblin Gang Wizard Miner Mega Knight
Goblin Gang Skeleton Army P.E.K.K.A Mega Knight Witch
Goblin Gang Skeleton Army P.E.K.K.A Mega Knight
P.E.K.K.A Goblin Gang Skeleton Army Witch Mega Knight
Wizard Goblin Gang Witch
Goblin Gang Skeleton Army P.E.K.K.A Witch
P.E.K.K.A Mega Knight Skeleton Army
P.E.K.K.A Mega Knight Skeleton Army Witch
Witch P.E.K.K.A Goblin Gang Skeleton Army
P.E.K.K.A Mega Knight Witch
Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Goblin Gang Wizard Witch
Wizard Skeleton Army Witch Mega Knight
Goblin Gang Skeleton Army Witch P.E.K.K.A
Mega Knight Wizard Witch P.E.K.K.A

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.)

Miner
Miner
Wizard Mega Knight
Wizard Witch
Wizard Witch
Wizard
Miner Wizard
Goblin Gang
Miner Wizard
Wizard
Miner
Wizard Witch
Wizard Mega Knight
Wizard Mega Knight
Wizard Witch Miner Mega Knight
Mega Knight
Wizard
Wizard Witch Mega Knight
Witch
Miner Wizard Witch
Wizard Witch Miner Mega Knight
Miner
Wizard Witch
Wizard Witch
Wizard Miner Mega Knight
P.E.K.K.A Mega Knight
Wizard
Goblin Gang Skeleton Army Witch
Wizard Witch
Miner Goblin Gang Wizard Mega Knight
Wizard
P.E.K.K.A Mega Knight
Goblin Gang Witch
Witch
Witch Miner Mega Knight

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