My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Furnace Wizard Electro Wizard Inferno Dragon

Defensive buildings

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

Furnace

Investments

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

Knight Furnace Wizard Golem Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

Rocket Tornado

Pump responses

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

Rocket

Dropped at the bridge

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

Knight Golem

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.

Golem Electro Wizard

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
Inferno Dragon
Giant Snowball
Furnace Inferno Dragon
Zap
Furnace Inferno Dragon
Barbarian Barrel
Knight Furnace Wizard Electro Wizard
The Log
Furnace
Earthquake
Furnace
Arrows
Furnace
Royal Delivery
Knight Wizard Electro Wizard Inferno Dragon
Fireball
Furnace Wizard Electro Wizard Inferno Dragon
Poison
Furnace Wizard Electro Wizard
Lightning
Knight Furnace Wizard Electro Wizard Inferno Dragon
Rocket
Furnace Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Furnace Wizard Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Furnace Wizard Rocket Tornado

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 Rocket Tornado Golem Inferno Dragon

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.

Furnace Wizard Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Tornado Furnace Electro Wizard Inferno Dragon Wizard Rocket Golem

Shortest cycle

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

14 Knight Tornado Furnace Electro Wizard

Attack Synergies 2 8

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
Furnace Wizard Electro Wizard
Furnace
Knight Golem
Wizard
Tornado Knight Golem
Rocket
Tornado Golem
Tornado
Wizard Rocket Golem
Golem
Furnace Wizard Rocket Tornado Electro Wizard
Electro Wizard
Knight Golem
Inferno Dragon

Defense Synergies 3 9

Knight
Electro Wizard Furnace Wizard Tornado
Furnace
Knight Tornado Electro Wizard
Wizard
Tornado Knight Electro Wizard
Rocket
Tornado
Tornado
Wizard Rocket Knight Furnace Electro Wizard Inferno Dragon
Golem
Electro Wizard
Knight Furnace Wizard Tornado Inferno Dragon
Inferno Dragon
Tornado Electro Wizard

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.

Rocket Knight Wizard Electro Wizard
Inferno Dragon Knight Furnace Electro Wizard
Furnace Rocket Tornado Knight Electro Wizard Inferno Dragon
Inferno Dragon Knight Furnace Electro Wizard
Rocket Tornado
Tornado Furnace Electro Wizard
Furnace Rocket Tornado Electro Wizard Inferno Dragon Wizard
Rocket Electro Wizard
Inferno Dragon Furnace Tornado
Knight Tornado Electro Wizard
Electro Wizard Knight Furnace Wizard Tornado
Inferno Dragon Furnace Wizard Tornado Electro Wizard
Furnace Knight Wizard Rocket Electro Wizard
Wizard Rocket Furnace Tornado Electro Wizard
Inferno Dragon Knight Furnace Electro Wizard
Rocket Tornado Furnace Electro Wizard Inferno Dragon
Wizard Knight Furnace Tornado Electro Wizard
Knight Furnace Wizard Tornado Electro Wizard
Furnace Wizard Tornado Knight Electro Wizard Inferno Dragon
Tornado Electro Wizard Inferno Dragon
Wizard Knight Furnace Electro Wizard

Counters to secondary win conditions

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

Knight Furnace Electro Wizard
Electro Wizard Knight Wizard Rocket Inferno Dragon
Knight Furnace Rocket Electro Wizard
Rocket Knight Tornado Electro Wizard
Knight Inferno Dragon
Furnace Wizard Rocket Tornado Electro Wizard
Rocket Knight Furnace Electro Wizard
Knight Inferno Dragon
Rocket Electro Wizard Knight Tornado Inferno Dragon
Inferno Dragon
Inferno Dragon Knight
Rocket Tornado Electro Wizard
Rocket Knight Wizard
Wizard Furnace
Electro Wizard Knight Furnace Rocket Tornado Inferno Dragon
Wizard Electro Wizard Inferno Dragon

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 Rocket
Tornado Electro Wizard
Rocket
Knight Rocket
Wizard Rocket Furnace
Wizard Furnace Rocket Tornado
Furnace Wizard Tornado
Wizard Tornado
Wizard Tornado
Rocket Tornado Electro Wizard
Rocket Knight Wizard Tornado Electro Wizard
Wizard Rocket Tornado
Rocket Knight
Rocket
Furnace
Rocket Furnace Wizard
Furnace Wizard Rocket
Rocket Tornado
Rocket
Rocket Wizard Electro Wizard
Rocket Wizard Tornado
Rocket
Rocket Wizard Tornado
Rocket Tornado
Rocket
Tornado Furnace Wizard
Inferno Dragon
Wizard Tornado Electro Wizard
Wizard Tornado
Rocket Tornado
Furnace Wizard Tornado Electro Wizard
Rocket Electro Wizard Wizard
Wizard Rocket
Rocket Electro Wizard
Rocket Wizard
Electro Wizard Rocket
Rocket Wizard Tornado Electro Wizard
Knight Wizard Rocket Electro Wizard
Wizard
Rocket Tornado
Rocket Tornado Electro Wizard
Rocket Tornado Electro Wizard
Rocket Tornado Electro Wizard

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