My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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.

Goblin Gang Minion Horde Rascals 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 Rascals Giant Bandit Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows

Punishments

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

Goblin Gang Giant Bandit

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 Minion Horde Rascals Giant Bandit

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.

Bandit 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 Minion Horde Giant Bandit
Giant Snowball
Goblin Gang Minion Horde
Zap
Goblin Gang Minion Horde Bandit
Barbarian Barrel
Knight Goblin Gang Rascals Bandit Electro Wizard
The Log
Goblin Gang Rascals Bandit
Earthquake
Goblin Gang
Arrows
Goblin Gang Minion Horde Rascals
Royal Delivery
Knight Goblin Gang Minion Horde Rascals Bandit Electro Wizard
Fireball
Goblin Gang Minion Horde Rascals Bandit Electro Wizard
Poison
Goblin Gang Minion Horde Rascals Electro Wizard
Lightning
Knight Bandit Electro Wizard
Rocket
Minion Horde Rascals

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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

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 Minion Horde 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.

Arrows Knight Goblin Gang Bandit Electro Wizard Minion Horde Rascals Giant

Shortest cycle

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

12 Arrows Knight Goblin Gang Bandit

Attack Synergies 2 13

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.

Arrows
Giant Knight Bandit
Knight
Goblin Gang Arrows Minion Horde Electro Wizard
Goblin Gang
Knight Giant Bandit
Minion Horde
Knight Rascals Giant
Rascals
Minion Horde Bandit Electro Wizard
Giant
Arrows Goblin Gang Minion Horde Bandit Electro Wizard
Bandit
Arrows Goblin Gang Rascals Giant Electro Wizard
Electro Wizard
Knight Rascals Giant Bandit

Defense Synergies 2 7

Arrows
Knight Bandit
Knight
Goblin Gang Electro Wizard Arrows Minion Horde
Goblin Gang
Knight Rascals Bandit Electro Wizard
Minion Horde
Knight
Rascals
Goblin Gang
Giant
Bandit
Arrows Goblin Gang Electro Wizard
Electro Wizard
Knight Goblin Gang Bandit

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 Minion Horde Electro Wizard
Minion Horde Knight Goblin Gang Rascals Bandit Electro Wizard
Goblin Gang Minion Horde Knight Rascals Bandit Electro Wizard
Minion Horde Knight Goblin Gang Rascals Bandit Electro Wizard
Arrows
Arrows Goblin Gang Rascals Bandit Electro Wizard
Minion Horde Electro Wizard Arrows Goblin Gang Rascals
Arrows Rascals Bandit Electro Wizard
Minion Horde Goblin Gang Rascals
Knight Goblin Gang Minion Horde Rascals Bandit Electro Wizard
Goblin Gang Minion Horde Electro Wizard Arrows Knight Rascals Bandit
Arrows Minion Horde Goblin Gang Rascals Electro Wizard
Minion Horde Knight Goblin Gang Rascals Bandit Electro Wizard
Arrows Goblin Gang Minion Horde Rascals Electro Wizard
Knight Goblin Gang Minion Horde Rascals Bandit Electro Wizard
Minion Horde Goblin Gang Rascals Bandit Electro Wizard
Minion Horde Arrows Knight Goblin Gang Rascals Electro Wizard
Arrows Knight Goblin Gang Minion Horde Rascals Bandit Electro Wizard
Arrows Knight Rascals Bandit Electro Wizard
Electro Wizard
Goblin Gang Rascals Arrows Knight Minion Horde Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Rascals Bandit Electro Wizard
Bandit Electro Wizard Arrows Knight Goblin Gang
Goblin Gang Bandit Knight Minion Horde Rascals Electro Wizard
Goblin Gang Knight Minion Horde Rascals Bandit Electro Wizard
Knight Goblin Gang Minion Horde Rascals Bandit
Arrows Goblin Gang Minion Horde Rascals Electro Wizard
Goblin Gang Rascals Knight Minion Horde Bandit Electro Wizard
Knight Minion Horde Rascals
Minion Horde Electro Wizard Knight Bandit
Goblin Gang Minion Horde
Knight Minion Horde Rascals
Arrows Electro Wizard
Rascals Knight Goblin Gang Minion Horde Bandit
Minion Horde Rascals
Goblin Gang Rascals Electro Wizard Knight Minion Horde
Arrows Minion Horde Rascals 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 Minion Horde Rascals Bandit
Arrows Bandit Electro Wizard
Arrows Minion Horde Bandit
Arrows Knight Rascals
Arrows Minion Horde
Arrows Minion Horde
Arrows Minion Horde
Arrows
Arrows Bandit
Goblin Gang Minion Horde Electro Wizard
Arrows Knight Minion Horde Bandit Electro Wizard
Arrows
Knight Bandit
Arrows Minion Horde Bandit
Arrows
Arrows Minion Horde Bandit
Arrows Minion Horde Bandit
Arrows
Minion Horde
Arrows Bandit Electro Wizard
Arrows
Minion Horde
Arrows
Arrows Minion Horde
Arrows
Minion Horde
Arrows Bandit Electro Wizard
Arrows Bandit
Arrows Bandit
Arrows Minion Horde Electro Wizard
Electro Wizard Minion Horde
Minion Horde
Arrows Minion Horde Bandit
Arrows Minion Horde Electro Wizard
Minion Horde
Arrows
Minion Horde Electro Wizard Goblin Gang Bandit
Arrows Electro Wizard
Arrows
Knight Goblin Gang Minion Horde Rascals Electro Wizard
Arrows
Arrows
Minion Horde
Goblin Gang Minion Horde Rascals Electro Wizard
Electro Wizard
Bandit Electro Wizard

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