My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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.

Firecracker

Defensive buildings

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

Bomb Tower

Investments

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

Firecracker Battle Ram P.E.K.K.A Monk

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Earthquake Void

Punishments

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

Battle Ram

Pump responses

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

Earthquake Void

Dropped at the bridge

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

Battle Ram P.E.K.K.A

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.

Firecracker 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
Battle Ram
Giant Snowball
Battle Ram
Zap
Firecracker Battle Ram
Barbarian Barrel
Firecracker Battle Ram Bomb Tower
The Log
Firecracker Battle Ram
Earthquake
Firecracker Bomb Tower
Arrows
Firecracker
Royal Delivery
Firecracker Battle Ram P.E.K.K.A
Fireball
Firecracker Battle Ram Bomb Tower
Poison
Firecracker Bomb Tower
Lightning
Battle Ram Bomb Tower Monk
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Earthquake Bomb Tower

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.

Battle Ram P.E.K.K.A

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.

Mirror Firecracker Earthquake Void Battle Ram Bomb Tower Monk P.E.K.K.A

Shortest cycle

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

9 Mirror Firecracker Earthquake Void

Attack Synergies 0 10

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.

Firecracker
Earthquake Battle Ram Mirror P.E.K.K.A Monk
Earthquake
Firecracker Battle Ram Mirror P.E.K.K.A
Battle Ram
Firecracker Earthquake Mirror P.E.K.K.A
Bomb Tower
Mirror
Firecracker Earthquake Battle Ram
Void
P.E.K.K.A
Firecracker Earthquake Battle Ram
Monk
Firecracker

Defense Synergies 0 6

Firecracker
Earthquake Bomb Tower Mirror P.E.K.K.A
Earthquake
Firecracker Bomb Tower
Battle Ram
Bomb Tower
Firecracker Earthquake Mirror
Mirror
Firecracker Bomb Tower
Void
P.E.K.K.A
Firecracker
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 Firecracker Void
Bomb Tower P.E.K.K.A Firecracker Monk
Bomb Tower P.E.K.K.A Void
Bomb Tower P.E.K.K.A Firecracker Monk
Firecracker Earthquake Bomb Tower P.E.K.K.A Monk
Firecracker Earthquake Bomb Tower
Firecracker Bomb Tower Void
Earthquake Bomb Tower Void P.E.K.K.A Monk
P.E.K.K.A Bomb Tower
Firecracker
Firecracker Earthquake Bomb Tower
Firecracker
Bomb Tower P.E.K.K.A Earthquake
Bomb Tower Firecracker Earthquake P.E.K.K.A
P.E.K.K.A Bomb Tower
Bomb Tower Monk P.E.K.K.A
Bomb Tower Firecracker P.E.K.K.A
Bomb Tower Firecracker
Earthquake Bomb Tower Firecracker
P.E.K.K.A Bomb Tower
Firecracker Earthquake Bomb Tower P.E.K.K.A

Counters to secondary win conditions

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

Void P.E.K.K.A
Void Firecracker Bomb Tower Monk
P.E.K.K.A Bomb Tower
P.E.K.K.A Monk
P.E.K.K.A
Firecracker Bomb Tower Monk
P.E.K.K.A Bomb Tower Void
P.E.K.K.A Bomb Tower
Void P.E.K.K.A Firecracker Bomb Tower Monk
P.E.K.K.A
P.E.K.K.A Bomb Tower
P.E.K.K.A Monk Void
P.E.K.K.A Bomb Tower
Firecracker Bomb Tower
Firecracker Bomb Tower P.E.K.K.A Monk
Firecracker Earthquake Bomb Tower 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.)

Earthquake Void Firecracker Monk
Firecracker Void Monk
Earthquake Void
Earthquake Firecracker Void
Firecracker Earthquake
Firecracker Monk
Firecracker Earthquake
Earthquake Firecracker
Void Monk Firecracker
Void
Firecracker Void Monk Earthquake
Void Monk Firecracker
Earthquake Firecracker Void
Earthquake Firecracker Void Monk
Earthquake Firecracker
Earthquake Firecracker
Earthquake Firecracker
Monk Earthquake
Void Firecracker Earthquake Monk
Firecracker Earthquake Monk
Earthquake Void Monk
Void
Void Monk
Earthquake Void Monk
Firecracker Earthquake
Firecracker Void Earthquake Monk
Void Monk
Void Firecracker
Firecracker
Firecracker Void
Void
Void Earthquake
Void Firecracker Monk
P.E.K.K.A
Firecracker Earthquake Monk
Earthquake Void
Firecracker Monk
Void Firecracker
Firecracker Earthquake
Void Monk
Firecracker P.E.K.K.A
Firecracker
Firecracker Void
Void Firecracker Monk

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