My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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.

Goblin Gang Executioner 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.

Knight Royal Giant Executioner Fisherman Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Earthquake Tornado

Punishments

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

Goblin Gang Royal Giant

Pump responses

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

Earthquake

Dropped at the bridge

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

Knight Goblin Gang Royal 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.

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
Goblin Gang Royal Giant Fisherman
Giant Snowball
Goblin Gang Fisherman
Zap
Goblin Gang Royal Giant Fisherman
Barbarian Barrel
Knight Goblin Gang Executioner Electro Wizard
The Log
Goblin Gang Royal Giant Fisherman
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Executioner Fisherman Electro Wizard
Fireball
Goblin Gang Executioner Fisherman Electro Wizard
Poison
Goblin Gang Executioner Fisherman Electro Wizard
Lightning
Knight Executioner Fisherman Electro Wizard
Rocket
Executioner

Against air swarms

Spells and units that can counter air swarms.

Tornado Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Tornado Executioner

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 Tornado Executioner

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.

Royal Giant

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Goblin Gang Earthquake Tornado Fisherman Electro Wizard Executioner Royal Giant

Shortest cycle

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

12 Knight Goblin Gang Earthquake Tornado

Attack Synergies 5 7

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
Goblin Gang Executioner Earthquake Electro Wizard
Goblin Gang
Knight Royal Giant
Royal Giant
Earthquake Fisherman Goblin Gang Tornado Executioner Electro Wizard
Earthquake
Royal Giant Knight Tornado
Tornado
Executioner Royal Giant Earthquake
Executioner
Knight Tornado Royal Giant
Fisherman
Royal Giant
Electro Wizard
Knight Royal Giant

Defense Synergies 4 7

Knight
Goblin Gang Executioner Electro Wizard Earthquake Tornado Fisherman
Goblin Gang
Knight Fisherman Electro Wizard
Royal Giant
Earthquake
Knight Tornado
Tornado
Executioner Knight Earthquake Electro Wizard
Executioner
Knight Tornado
Fisherman
Knight Goblin Gang
Electro Wizard
Knight Goblin Gang Tornado

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 Knight Executioner Electro Wizard
Knight Goblin Gang Executioner Fisherman Electro Wizard
Goblin Gang Tornado Fisherman Knight Executioner Electro Wizard
Knight Goblin Gang Fisherman Electro Wizard
Earthquake Tornado
Goblin Gang Tornado Earthquake Executioner Electro Wizard
Tornado Electro Wizard Goblin Gang Executioner
Earthquake Electro Wizard
Goblin Gang Tornado Fisherman
Knight Goblin Gang Tornado Fisherman Electro Wizard
Goblin Gang Executioner Electro Wizard Knight Earthquake Tornado Fisherman
Executioner Goblin Gang Tornado Electro Wizard
Knight Goblin Gang Earthquake Electro Wizard
Executioner Goblin Gang Earthquake Tornado Electro Wizard
Knight Goblin Gang Electro Wizard
Tornado Goblin Gang Fisherman Electro Wizard
Knight Goblin Gang Tornado Executioner Fisherman Electro Wizard
Knight Goblin Gang Tornado Executioner Fisherman Electro Wizard
Earthquake Tornado Executioner Knight Fisherman Electro Wizard
Tornado Fisherman Electro Wizard
Goblin Gang Knight Earthquake Executioner Fisherman Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Fisherman Electro Wizard
Electro Wizard Knight Goblin Gang Executioner Fisherman
Goblin Gang Knight Fisherman Electro Wizard
Goblin Gang Knight Tornado Fisherman Electro Wizard
Knight Goblin Gang Executioner Fisherman
Executioner Goblin Gang Tornado Electro Wizard
Goblin Gang Knight Electro Wizard
Knight Fisherman
Electro Wizard Knight Tornado
Goblin Gang
Knight
Tornado Electro Wizard
Knight Goblin Gang Executioner
Executioner
Goblin Gang Electro Wizard Knight Tornado Executioner Fisherman
Executioner Earthquake 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.)

Earthquake Knight
Tornado Executioner Fisherman Electro Wizard
Earthquake
Earthquake Knight
Executioner Earthquake
Executioner Tornado
Earthquake Tornado Executioner
Earthquake Tornado Executioner
Tornado Fisherman
Goblin Gang Tornado Fisherman Electro Wizard
Knight Earthquake Tornado Fisherman Electro Wizard
Tornado Executioner
Earthquake Knight Executioner Fisherman
Earthquake Fisherman
Earthquake Fisherman
Earthquake Executioner
Earthquake Executioner
Earthquake Tornado
Fisherman
Earthquake Executioner Fisherman Electro Wizard
Earthquake Tornado
Earthquake
Tornado
Tornado Fisherman
Earthquake
Earthquake Tornado Executioner
Fisherman
Earthquake Tornado Executioner Fisherman Electro Wizard
Tornado Fisherman
Tornado Fisherman
Tornado Executioner Electro Wizard
Electro Wizard
Earthquake
Electro Wizard
Earthquake
Earthquake Electro Wizard Goblin Gang
Tornado Executioner Electro Wizard
Knight Goblin Gang Executioner Electro Wizard
Earthquake Executioner
Tornado
Executioner
Goblin Gang Tornado Electro Wizard
Tornado Executioner Electro Wizard
Tornado Executioner Electro Wizard

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