My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Firecracker Hunter Electro Dragon

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 Hunter Electro Dragon Electro Giant Golem

Offensive cards

Win conditions

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

Electro Giant Golem

Damage spells

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

Void Poison

Punishments

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

Electro Giant

Pump responses

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

Void Poison

Dropped at the bridge

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

Knight Electro Giant Golem

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 Electro Dragon Golem

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 Snowball
Electro Dragon
Zap
Firecracker
Barbarian Barrel
Knight Firecracker Hunter
The Log
Firecracker Hunter
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Knight Firecracker Hunter Electro Dragon
Fireball
Firecracker Hunter Electro Dragon
Poison
Firecracker Hunter Electro Dragon
Lightning
Knight Hunter Electro Dragon
Rocket
Hunter Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Poison Hunter Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Poison Hunter Electro Dragon Electro Giant

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 Poison Electro Giant Golem

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.

Knight Firecracker Void Poison Hunter Electro Dragon Electro Giant Golem

Shortest cycle

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

13 Knight Firecracker Void Poison

Attack Synergies 3 8

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
Firecracker Poison Hunter Electro Dragon
Firecracker
Knight Golem
Void
Poison Electro Giant
Poison
Golem Knight Void Electro Dragon
Hunter
Knight Golem
Electro Dragon
Golem Knight Poison
Electro Giant
Void
Golem
Poison Electro Dragon Firecracker Hunter

Defense Synergies 3 4

Knight
Firecracker Hunter Electro Dragon Poison
Firecracker
Knight Hunter Electro Dragon
Void
Poison
Poison
Knight Void
Hunter
Knight Firecracker
Electro Dragon
Knight Firecracker
Electro Giant
Golem

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 Firecracker Void Electro Dragon
Hunter Knight Firecracker Electro Dragon
Hunter Knight Void Electro Dragon
Hunter Knight Firecracker Electro Dragon
Firecracker Poison
Firecracker Hunter Electro Dragon
Hunter Firecracker Void Poison Electro Dragon
Void Poison Electro Dragon Electro Giant
Hunter
Knight Firecracker Hunter
Poison Knight Firecracker Hunter Electro Dragon Electro Giant
Hunter Firecracker Poison Electro Dragon
Hunter Knight Electro Dragon
Firecracker Poison Hunter Electro Dragon
Knight Hunter
Hunter Electro Giant
Knight Firecracker Poison Hunter Electro Dragon
Knight Firecracker Hunter Electro Dragon
Poison Hunter Knight Firecracker Electro Dragon
Hunter
Knight Firecracker Poison Hunter Electro Dragon Electro Giant

Counters to secondary win conditions

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

Knight Void Electro Giant
Void Poison Knight Firecracker Hunter Electro Dragon
Knight Hunter Electro Dragon
Hunter Knight
Knight Hunter
Firecracker Poison Electro Giant Hunter Electro Dragon
Knight Void Hunter
Knight Hunter
Void Electro Dragon Knight Firecracker Poison
Knight Hunter Electro Dragon
Void Poison Electro Giant
Knight Hunter
Firecracker Electro Dragon Electro Giant
Electro Dragon Electro Giant Knight Firecracker Poison Hunter
Poison Firecracker Hunter Electro Dragon Electro Giant
Void

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.)

Void Poison Knight Firecracker Electro Dragon
Firecracker Void Poison Electro Dragon
Void Poison Electro Dragon
Knight Firecracker Void Poison
Poison Firecracker
Firecracker Poison Electro Giant Hunter Electro Dragon
Firecracker Poison
Poison Firecracker Hunter Electro Dragon
Void Poison Firecracker Electro Dragon
Void Poison Electro Dragon
Firecracker Void Poison Knight Electro Dragon
Void Poison Firecracker Electro Dragon
Poison Knight Firecracker Void Hunter
Firecracker Void Poison Electro Dragon
Firecracker Poison
Firecracker Poison Hunter Electro Dragon
Firecracker Poison Electro Dragon
Poison
Void Firecracker Poison Hunter Electro Dragon
Firecracker Poison Electro Dragon Electro Giant
Void Poison
Void Poison
Void
Void Poison Electro Dragon
Firecracker Poison Electro Giant Hunter Electro Dragon
Firecracker Void Poison Hunter Electro Dragon
Void Poison Electro Dragon
Void Poison Firecracker
Poison Firecracker Hunter Electro Dragon Electro Giant
Electro Dragon Firecracker Void Poison Electro Giant
Void
Void Poison Hunter Electro Dragon
Void Firecracker Poison Electro Dragon
Firecracker Poison
Void Electro Dragon
Poison Firecracker Hunter Electro Dragon
Void Poison Knight Firecracker Hunter Electro Dragon
Firecracker Poison Electro Dragon
Void Poison Electro Giant
Firecracker Electro Dragon
Electro Dragon Electro Giant Firecracker Poison
Firecracker Void Poison Electro Dragon
Void Poison Electro Dragon Firecracker Electro Giant

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