My Best Clash Royale Deck

Deck Check Rating

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

1 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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

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 Giant Wizard Elixir Collector Balloon

Offensive cards

Win conditions

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

Giant Balloon Miner

Damage spells

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

Rocket Rage

Punishments

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

Giant Balloon Miner

Pump responses

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

Rocket Elixir Collector Miner

Dropped at the bridge

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

Knight Giant Balloon

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 Miner

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
Giant Balloon Miner
Giant Snowball
Balloon Miner
Zap
Balloon
Barbarian Barrel
Knight Wizard
The Log
Earthquake
Elixir Collector
Arrows
Royal Delivery
Knight Wizard Balloon Miner
Fireball
Wizard Elixir Collector Balloon
Poison
Wizard Elixir Collector Balloon
Lightning
Knight Wizard Elixir Collector Balloon
Rocket
Wizard Elixir Collector Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket

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 Rocket Elixir Collector Rage Miner

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Knight Miner Giant Wizard Balloon Rocket Elixir Collector

Shortest cycle

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

13 Rage Knight Miner Giant

Attack Synergies 5 9

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
Balloon Wizard Miner
Giant
Rage Miner Wizard Rocket Balloon
Wizard
Knight Giant Rage Balloon Miner
Rocket
Giant Miner
Elixir Collector
Rage
Giant Balloon Wizard
Balloon
Knight Rage Miner Giant Wizard
Miner
Giant Balloon Knight Wizard Rocket

Defense Synergies 0 1

Knight
Wizard
Giant
Wizard
Knight
Rocket
Elixir Collector
Rage
Balloon
Miner

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.

Rocket Knight Wizard
Knight
Rocket Knight
Knight
Rocket
Rocket Wizard
Rocket
Knight Miner
Knight Wizard
Wizard
Knight Wizard Rocket
Wizard Rocket
Knight
Rocket
Wizard Knight
Knight Wizard
Wizard Knight
Wizard Knight

Counters to secondary win conditions

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

Knight
Knight Wizard Rocket Miner
Knight Rocket
Rocket Knight
Knight
Wizard Rocket
Rocket Knight
Knight
Rocket Knight
Knight
Rocket
Rocket Knight Wizard
Wizard
Knight Rocket
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.)

Knight Rocket
Miner
Rocket Miner
Knight Rocket
Wizard Rocket
Wizard Rocket
Wizard
Wizard
Miner Wizard
Rocket
Rocket Miner Knight Wizard
Wizard Rocket
Rocket Knight Miner
Rocket
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard
Rocket Wizard Miner
Rocket
Rocket Wizard
Rocket
Rocket
Wizard
Miner Wizard
Wizard Miner
Rocket Miner
Wizard
Rocket Wizard
Wizard Rocket Miner
Rocket
Rocket Wizard
Rocket
Rocket Wizard
Miner Knight Wizard Rocket
Wizard
Rocket
Rocket
Rocket
Rocket Miner

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