My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Hunter Executioner Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Giant Hunter Executioner 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.

Arrows Rage

Punishments

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

Royal Giant

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.

Goblins 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
Royal Giant
Giant Snowball
Goblins Cannon
Zap
Goblins Cannon Royal Giant
Barbarian Barrel
Goblins Cannon Hunter Executioner Electro Wizard
The Log
Goblins Cannon Royal Giant Hunter
Earthquake
Cannon
Arrows
Goblins
Royal Delivery
Goblins Hunter Executioner Electro Wizard
Fireball
Cannon Hunter Executioner Electro Wizard
Poison
Cannon Hunter Executioner Electro Wizard
Lightning
Cannon Hunter Executioner Electro Wizard
Rocket
Hunter Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Hunter 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.

Arrows Rage 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.

Goblins 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.

Goblins Rage Arrows Cannon Hunter Electro Wizard Executioner Royal Giant

Shortest cycle

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

10 Goblins Rage Arrows Cannon

Attack Synergies 2 4

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.

Goblins
Royal Giant
Arrows
Royal Giant
Cannon
Royal Giant
Arrows Hunter Goblins Executioner Electro Wizard
Rage
Electro Wizard
Hunter
Royal Giant
Executioner
Royal Giant
Electro Wizard
Royal Giant Rage

Defense Synergies 0 7

Goblins
Cannon Hunter Electro Wizard
Arrows
Cannon
Cannon
Goblins Arrows Hunter Electro Wizard
Royal Giant
Rage
Hunter
Goblins Cannon Electro Wizard
Executioner
Electro Wizard
Goblins Cannon Hunter

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.

Cannon Executioner Electro Wizard
Hunter Goblins Cannon Executioner Electro Wizard
Cannon Hunter Goblins Executioner Electro Wizard
Cannon Hunter Goblins Electro Wizard
Arrows
Arrows Goblins Cannon Hunter Executioner Electro Wizard
Hunter Electro Wizard Arrows Cannon Executioner
Arrows Cannon Electro Wizard
Cannon Hunter Goblins
Goblins Cannon Hunter Electro Wizard
Goblins Executioner Electro Wizard Arrows Cannon Hunter
Arrows Hunter Executioner Electro Wizard
Cannon Hunter Electro Wizard
Executioner Goblins Arrows Cannon Hunter Electro Wizard
Cannon Hunter Electro Wizard
Cannon Hunter Electro Wizard
Goblins Arrows Cannon Hunter Executioner Electro Wizard
Arrows Cannon Goblins Hunter Executioner Electro Wizard
Arrows Hunter Executioner Cannon Electro Wizard
Cannon Hunter Electro Wizard
Goblins Arrows Cannon Hunter Executioner Electro Wizard

Counters to secondary win conditions

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

Goblins Electro Wizard
Electro Wizard Arrows Hunter Executioner
Goblins Hunter Electro Wizard
Hunter Electro Wizard
Cannon Hunter Executioner
Arrows Executioner Hunter Electro Wizard
Goblins Hunter Electro Wizard
Hunter
Electro Wizard Goblins
Cannon
Hunter
Arrows Electro Wizard
Cannon Hunter Executioner
Cannon Executioner
Electro Wizard Goblins Hunter Executioner
Arrows Executioner Cannon Hunter Electro Wizard
Arrows Cannon Electro Wizard
Cannon
Cannon Hunter

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
Arrows Executioner Electro Wizard
Arrows
Arrows
Executioner Arrows
Arrows Executioner Hunter
Arrows Executioner
Arrows Hunter Executioner
Arrows
Goblins Electro Wizard
Arrows Electro Wizard
Arrows Executioner
Hunter Executioner
Arrows
Arrows
Arrows Hunter Executioner
Arrows Executioner
Arrows
Arrows Hunter Executioner Electro Wizard
Arrows
Arrows
Arrows
Arrows Hunter Executioner
Arrows Hunter Executioner Electro Wizard
Arrows
Arrows
Arrows Hunter Executioner Electro Wizard
Electro Wizard
Arrows Hunter
Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Hunter Executioner Electro Wizard
Arrows
Hunter Executioner Electro Wizard
Arrows Executioner
Arrows
Executioner
Electro Wizard
Executioner Electro Wizard
Executioner Electro Wizard

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