My Best Clash Royale Deck

Deck Check Rating

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

2 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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Electro 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.

Bomber Knight Baby Dragon Balloon Electro Wizard Lava Hound

Offensive cards

Win conditions

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

Balloon Lava Hound

Damage spells

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

Arrows Tornado

Punishments

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

Balloon

Pump responses

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

Missing

Dropped at the bridge

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

Knight Baby Dragon Balloon Lava Hound

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 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
Bomber Balloon Lava Hound
Giant Snowball
Bomber Baby Dragon Balloon Lava Hound
Zap
Bomber Balloon Lava Hound
Barbarian Barrel
Bomber Knight Electro Wizard
The Log
Bomber
Earthquake
Bomber
Arrows
Bomber Lava Hound
Royal Delivery
Bomber Knight Baby Dragon Balloon Electro Wizard Lava Hound
Fireball
Bomber Baby Dragon Balloon Electro Wizard Lava Hound
Poison
Bomber Balloon Electro Wizard Lava Hound
Lightning
Knight Baby Dragon Balloon Electro Wizard
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Tornado Baby Dragon

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.

Arrows Knight Tornado Baby 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.

Electro Wizard Lava Hound

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.

Bomber Arrows Knight Tornado Baby Dragon Electro Wizard Balloon Lava Hound

Shortest cycle

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

11 Bomber Arrows Knight Tornado

Attack Synergies 7 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.

Bomber
Knight Baby Dragon
Arrows
Balloon Lava Hound Knight
Knight
Baby Dragon Balloon Bomber Arrows Electro Wizard
Tornado
Baby Dragon Balloon
Baby Dragon
Knight Tornado Lava Hound Bomber Balloon Electro Wizard
Balloon
Arrows Knight Lava Hound Tornado Baby Dragon Electro Wizard
Electro Wizard
Knight Baby Dragon Balloon
Lava Hound
Arrows Baby Dragon Balloon

Defense Synergies 2 8

Bomber
Knight Tornado Electro Wizard
Arrows
Knight Tornado
Knight
Bomber Electro Wizard Arrows Tornado Baby Dragon
Tornado
Bomber Arrows Knight Baby Dragon Electro Wizard
Baby Dragon
Knight Tornado
Balloon
Electro Wizard
Knight Bomber Tornado
Lava Hound

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.

Bomber Knight Baby Dragon Electro Wizard
Bomber Knight Electro Wizard
Tornado Bomber Knight Electro Wizard
Bomber Knight Electro Wizard
Bomber Arrows Tornado
Arrows Tornado Bomber Baby Dragon Electro Wizard
Tornado Electro Wizard Arrows Baby Dragon
Arrows Baby Dragon Electro Wizard
Tornado
Knight Tornado Bomber Electro Wizard
Electro Wizard Bomber Arrows Knight Tornado Baby Dragon
Arrows Tornado Baby Dragon Electro Wizard
Bomber Knight Electro Wizard
Bomber Arrows Tornado Baby Dragon Electro Wizard
Knight Electro Wizard
Tornado Electro Wizard
Bomber Arrows Knight Tornado Electro Wizard
Arrows Bomber Knight Tornado Baby Dragon Electro Wizard
Arrows Tornado Baby Dragon Bomber Knight Electro Wizard
Tornado Electro Wizard
Bomber Arrows Knight Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Knight Electro Wizard
Electro Wizard Bomber Arrows Knight Baby Dragon
Knight Electro Wizard
Knight Tornado Electro Wizard
Knight
Arrows Tornado Baby Dragon Electro Wizard
Knight Electro Wizard
Knight
Electro Wizard Knight Tornado Baby Dragon
Knight
Arrows Tornado Electro Wizard
Knight
Bomber Baby Dragon
Electro Wizard Bomber Knight Tornado Baby Dragon
Arrows Bomber Baby Dragon Electro 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.)

Arrows Knight Baby Dragon
Arrows Tornado Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows Knight
Bomber Arrows Baby Dragon
Arrows Tornado Baby Dragon
Bomber Arrows Tornado Baby Dragon
Arrows Tornado Baby Dragon
Arrows Tornado
Tornado Electro Wizard
Arrows Knight Tornado Electro Wizard
Arrows Tornado Baby Dragon
Knight Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Bomber Arrows Baby Dragon
Arrows Baby Dragon
Arrows Tornado
Bomber
Bomber Arrows Baby Dragon Electro Wizard
Bomber Arrows Tornado Baby Dragon
Baby Dragon
Arrows Tornado
Tornado
Arrows Baby Dragon
Arrows Tornado Bomber Baby Dragon
Arrows Tornado Baby Dragon Electro Wizard
Arrows Tornado Baby Dragon
Arrows Tornado Baby Dragon
Arrows Tornado Baby Dragon Electro Wizard
Electro Wizard
Bomber Arrows
Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Tornado Baby Dragon Electro Wizard
Arrows
Knight Baby Dragon Electro Wizard
Arrows Bomber Baby Dragon
Arrows Tornado
Tornado Baby Dragon Electro Wizard
Tornado Electro Wizard
Tornado Baby Dragon Electro Wizard

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