My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
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.

Minions Goblin Gang Firecracker 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 Firecracker Electro Wizard Golden Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Goblin Gang Hog Rider Golden Knight

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 Goblin Gang Hog Rider

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 Hog Rider Electro Wizard Golden Knight

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
Minions Goblin Gang Hog Rider
Giant Snowball
Minions Goblin Gang Hog Rider
Zap
Minions Goblin Gang Firecracker
Barbarian Barrel
Knight Goblin Gang Firecracker Electro Wizard
The Log
Goblin Gang Firecracker Hog Rider
Earthquake
Goblin Gang Firecracker Hog Rider
Arrows
Minions Goblin Gang Firecracker
Royal Delivery
Knight Minions Goblin Gang Firecracker Hog Rider Electro Wizard
Fireball
Minions Goblin Gang Firecracker Hog Rider Electro Wizard
Poison
Minions Goblin Gang Firecracker Electro Wizard
Lightning
Knight Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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 Rage

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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Knight Minions Goblin Gang Firecracker Hog Rider Electro Wizard Golden Knight

Shortest cycle

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

11 Rage Knight Minions Goblin Gang

Attack Synergies 9 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
Minions Goblin Gang Firecracker Hog Rider Electro Wizard
Minions
Knight Hog Rider Rage Firecracker
Goblin Gang
Knight Hog Rider Firecracker
Firecracker
Knight Hog Rider Minions Goblin Gang
Hog Rider
Knight Minions Goblin Gang Firecracker Rage Electro Wizard Golden Knight
Rage
Minions Hog Rider Electro Wizard Golden Knight
Electro Wizard
Knight Hog Rider Rage
Golden Knight
Hog Rider Rage

Defense Synergies 4 7

Knight
Minions Goblin Gang Firecracker Electro Wizard
Minions
Knight Firecracker Electro Wizard Golden Knight
Goblin Gang
Knight Firecracker Electro Wizard
Firecracker
Knight Minions Goblin Gang Electro Wizard Golden Knight
Hog Rider
Rage
Electro Wizard
Knight Minions Goblin Gang Firecracker
Golden Knight
Minions Firecracker

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.

Knight Minions Firecracker Electro Wizard Golden Knight
Knight Minions Goblin Gang Firecracker Electro Wizard
Goblin Gang Knight Minions Electro Wizard
Knight Minions Goblin Gang Firecracker Electro Wizard
Firecracker
Goblin Gang Minions Firecracker Electro Wizard
Minions Electro Wizard Goblin Gang Firecracker
Electro Wizard Golden Knight
Minions Goblin Gang
Knight Goblin Gang Firecracker Electro Wizard
Minions Goblin Gang Electro Wizard Knight Firecracker
Minions Goblin Gang Firecracker Electro Wizard
Knight Minions Goblin Gang Electro Wizard
Minions Goblin Gang Firecracker Electro Wizard Golden Knight
Knight Goblin Gang Electro Wizard
Goblin Gang Electro Wizard
Knight Minions Goblin Gang Firecracker Electro Wizard
Knight Minions Goblin Gang Firecracker Electro Wizard Golden Knight
Knight Minions Firecracker Electro Wizard
Electro Wizard
Goblin Gang Knight Minions Firecracker Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Electro Wizard
Electro Wizard Knight Goblin Gang Firecracker
Goblin Gang Knight Minions Electro Wizard Golden Knight
Goblin Gang Knight Electro Wizard
Knight Goblin Gang
Firecracker Minions Goblin Gang Electro Wizard
Goblin Gang Knight Minions Electro Wizard
Knight
Electro Wizard Knight Minions Firecracker
Goblin Gang
Knight Minions Golden Knight
Electro Wizard
Knight Goblin Gang Golden Knight
Firecracker
Goblin Gang Electro Wizard Knight Minions Firecracker Golden Knight
Minions Firecracker Electro Wizard Golden Knight

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 Firecracker Golden Knight
Firecracker Electro Wizard Golden Knight
Knight Firecracker
Firecracker
Firecracker Minions
Firecracker
Firecracker
Firecracker Golden Knight
Minions Goblin Gang Electro Wizard
Firecracker Knight Electro Wizard Golden Knight
Firecracker
Knight Firecracker Golden Knight
Minions Firecracker
Firecracker
Firecracker Golden Knight
Firecracker
Minions
Firecracker Electro Wizard
Firecracker Golden Knight
Minions
Firecracker
Firecracker Electro Wizard Golden Knight
Golden Knight
Firecracker Golden Knight
Firecracker Electro Wizard
Electro Wizard Minions Firecracker
Firecracker Electro Wizard
Firecracker
Electro Wizard Minions Goblin Gang
Firecracker Electro Wizard
Knight Goblin Gang Firecracker Electro Wizard
Firecracker
Firecracker
Minions Goblin Gang Firecracker Electro Wizard Golden Knight
Firecracker Electro Wizard
Firecracker Electro Wizard Golden Knight

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