My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Hunter

Defensive buildings

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

Goblin Drill

Investments

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

Elixir Golem Hunter Electro Giant Monk

Offensive cards

Win conditions

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

Elixir Golem Goblin Drill Electro Giant Miner Graveyard

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.

Elixir Golem Miner Graveyard

Pump responses

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

Goblin Drill Miner Graveyard

Dropped at the bridge

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

Elixir Golem Electro Giant

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.

Goblin Drill Miner Graveyard 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
Elixir Golem Goblin Drill Miner Graveyard
Giant Snowball
Goblin Drill Miner Graveyard
Zap
Goblin Drill Graveyard
Barbarian Barrel
Elixir Golem Hunter Goblin Drill Graveyard
The Log
Elixir Golem Hunter Goblin Drill Graveyard
Earthquake
Elixir Golem Goblin Drill Graveyard
Arrows
Goblin Drill Graveyard
Royal Delivery
Elixir Golem Hunter Goblin Drill Miner Graveyard
Fireball
Elixir Golem Hunter Goblin Drill
Poison
Elixir Golem Hunter Goblin Drill Graveyard
Lightning
Hunter Monk
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Hunter Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Electro Giant

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.

Elixir Golem Rage Goblin Drill Electro Giant Miner

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.

Graveyard

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 Elixir Golem Miner Hunter Goblin Drill Graveyard Monk Electro Giant

Shortest cycle

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

12 Rage Elixir Golem Miner Hunter

Attack Synergies 1 4

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.

Elixir Golem
Rage Hunter Graveyard Monk
Rage
Elixir Golem
Hunter
Elixir Golem
Goblin Drill
Electro Giant
Miner
Graveyard
Graveyard
Elixir Golem Miner
Monk
Elixir Golem

Defense Synergies 0 0

Elixir Golem
Rage
Hunter
Goblin Drill
Electro Giant
Miner
Graveyard
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.

Hunter Goblin Drill Monk
Hunter Goblin Drill
Hunter Goblin Drill Monk
Monk
Hunter
Hunter
Electro Giant Monk
Hunter Goblin Drill
Hunter Miner
Hunter Goblin Drill Electro Giant
Hunter
Hunter Goblin Drill
Hunter Goblin Drill
Hunter Goblin Drill
Monk Hunter Goblin Drill Electro Giant
Hunter Goblin Drill
Hunter Goblin Drill
Hunter Goblin Drill
Hunter Goblin Drill
Hunter Electro Giant

Counters to secondary win conditions

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

Electro Giant
Hunter Miner Monk
Hunter
Hunter Monk
Hunter Goblin Drill
Electro Giant Hunter Monk
Hunter
Hunter
Monk
Goblin Drill
Hunter
Monk Electro Giant
Hunter
Electro Giant
Electro Giant Hunter Goblin Drill Monk
Hunter Electro Giant

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.)

Goblin Drill Monk
Monk Miner
Goblin Drill Miner
Electro Giant Hunter Monk
Hunter
Miner Monk
Miner Monk
Monk
Hunter Miner
Monk
Hunter Goblin Drill
Monk
Hunter Monk
Electro Giant Miner Monk
Monk
Monk
Goblin Drill Monk
Electro Giant Hunter
Miner Hunter Monk
Miner Monk
Miner
Hunter Electro Giant
Electro Giant
Hunter Miner
Monk
Monk
Hunter Monk
Miner Hunter
Monk Electro Giant
Electro Giant
Electro Giant Miner Monk

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