My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Wizard Electro Dragon Magic Archer

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 Wizard Balloon Electro Dragon Electro Giant Magic Archer

Offensive cards

Win conditions

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

Royal Hogs Wall Breakers Balloon Electro Giant

Damage spells

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

Missing

Punishments

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

Royal Hogs Wall Breakers 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 Royal Hogs Wall Breakers Balloon Electro Giant Magic Archer

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.

Royal Hogs Balloon Electro Dragon Magic Archer

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
Royal Hogs Wall Breakers Balloon
Giant Snowball
Royal Hogs Wall Breakers Balloon Electro Dragon
Zap
Royal Hogs Wall Breakers Balloon
Barbarian Barrel
Knight Wizard Royal Hogs Wall Breakers Magic Archer
The Log
Royal Hogs Wall Breakers
Earthquake
Royal Hogs
Arrows
Royal Hogs Wall Breakers
Royal Delivery
Knight Wizard Royal Hogs Wall Breakers Balloon Electro Dragon Magic Archer
Fireball
Wizard Royal Hogs Wall Breakers Balloon Electro Dragon Magic Archer
Poison
Wizard Royal Hogs Balloon Electro Dragon Magic Archer
Lightning
Knight Wizard Balloon Electro Dragon Magic Archer
Rocket
Wizard Royal Hogs Balloon Electro Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Dragon Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Dragon Electro Giant Magic Archer

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 Electro 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Knight Magic Archer Wizard Royal Hogs Balloon Electro Dragon Electro Giant

Shortest cycle

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

14 Wall Breakers Knight Magic Archer Wizard

Attack Synergies 2 11

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
Wall Breakers Balloon Wizard Royal Hogs Electro Dragon Magic Archer
Wizard
Knight Royal Hogs Balloon
Royal Hogs
Knight Wizard Magic Archer
Wall Breakers
Knight Balloon
Balloon
Knight Wizard Wall Breakers Electro Dragon Magic Archer
Electro Dragon
Knight Balloon Magic Archer
Electro Giant
Magic Archer
Knight Royal Hogs Balloon Electro Dragon

Defense Synergies 2 1

Knight
Electro Dragon Magic Archer Wizard
Wizard
Knight
Royal Hogs
Wall Breakers
Balloon
Electro Dragon
Knight
Electro Giant
Magic Archer
Knight

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 Wizard Electro Dragon Magic Archer
Knight Electro Dragon
Knight Electro Dragon
Knight Electro Dragon
Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Electro Dragon Electro Giant Magic Archer
Knight
Knight Wizard Electro Dragon Electro Giant Magic Archer
Wizard Electro Dragon Magic Archer
Knight Wizard Electro Dragon
Wizard Electro Dragon Magic Archer
Knight
Electro Giant
Wizard Knight Electro Dragon
Knight Wizard Electro Dragon Magic Archer
Wizard Knight Electro Dragon Magic Archer
Wizard Knight Electro Dragon Electro Giant

Counters to secondary win conditions

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

Knight Electro Giant
Knight Wizard Electro Dragon Magic Archer
Knight Electro Dragon
Knight
Knight
Wizard Electro Giant Electro Dragon Magic Archer
Knight
Knight
Electro Dragon Knight Magic Archer
Knight Electro Dragon
Electro Giant
Knight Wizard
Wizard Electro Dragon Electro Giant Magic Archer
Electro Dragon Electro Giant Knight Magic Archer
Wizard Electro Dragon Electro Giant Magic Archer

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.)

Magic Archer Knight Electro Dragon
Electro Dragon Magic Archer
Electro Dragon Magic Archer
Knight
Wizard Magic Archer
Wizard Electro Giant Electro Dragon Magic Archer
Wizard Magic Archer
Wizard Electro Dragon Magic Archer
Wizard Electro Dragon
Electro Dragon
Knight Wizard Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Knight Magic Archer
Electro Dragon Magic Archer
Magic Archer
Wizard Electro Dragon Magic Archer
Magic Archer Wizard Electro Dragon
Wizard Electro Dragon Magic Archer
Wizard Electro Dragon Electro Giant Magic Archer
Magic Archer
Wizard
Electro Dragon
Electro Giant Wizard Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Magic Archer
Wizard Electro Dragon Electro Giant Magic Archer
Electro Dragon Wizard Electro Giant
Wizard Electro Dragon Magic Archer
Electro Dragon Magic Archer
Wizard Magic Archer
Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Knight Wizard Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Electro Giant
Electro Dragon
Electro Dragon Electro Giant Magic Archer
Electro Dragon Magic Archer
Electro Dragon Electro Giant Magic Archer

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