My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Great!
Versatility
Good
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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Executioner 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 Executioner Bandit Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Tornado

Punishments

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

Goblin Gang Hog Rider 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 Hog Rider 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.

Hog Rider 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 Hog Rider Bandit
Giant Snowball
Goblin Gang Hog Rider
Zap
Goblin Gang Bandit
Barbarian Barrel
Knight Goblin Gang Executioner Bandit Electro Wizard
The Log
Goblin Gang Hog Rider Bandit
Earthquake
Goblin Gang Hog Rider
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Hog Rider Executioner Bandit Electro Wizard
Fireball
Goblin Gang Hog Rider Executioner Bandit Electro Wizard
Poison
Goblin Gang Executioner Electro Wizard
Lightning
Knight Executioner Bandit Electro Wizard
Rocket
Hog Rider Executioner

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado 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.

Knight Tornado Executioner

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 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.

Zap Knight Goblin Gang Tornado Bandit Hog Rider Electro Wizard Executioner

Shortest cycle

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

11 Zap Knight Goblin Gang Tornado

Attack Synergies 8 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.

Zap
Hog Rider Tornado Electro Wizard Knight Executioner Bandit
Knight
Goblin Gang Hog Rider Executioner Zap Electro Wizard
Goblin Gang
Knight Hog Rider Bandit
Hog Rider
Zap Knight Goblin Gang Tornado Executioner Bandit Electro Wizard
Tornado
Zap Executioner Hog Rider
Executioner
Knight Tornado Zap Hog Rider Bandit
Bandit
Zap Goblin Gang Hog Rider Executioner Electro Wizard
Electro Wizard
Zap Knight Hog Rider Bandit

Defense Synergies 5 11

Zap
Electro Wizard Knight Goblin Gang Tornado Executioner Bandit
Knight
Goblin Gang Executioner Electro Wizard Zap Tornado
Goblin Gang
Knight Zap Bandit Electro Wizard
Hog Rider
Tornado
Executioner Zap Knight Electro Wizard
Executioner
Knight Tornado Zap Bandit
Bandit
Zap Goblin Gang Executioner Electro Wizard
Electro Wizard
Zap Knight Goblin Gang Tornado 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.

Zap Knight Executioner Electro Wizard
Zap Knight Goblin Gang Executioner Bandit Electro Wizard
Goblin Gang Tornado Knight Executioner Bandit Electro Wizard
Knight Goblin Gang Bandit Electro Wizard
Tornado
Goblin Gang Tornado Zap Executioner Bandit Electro Wizard
Tornado Electro Wizard Zap Goblin Gang Executioner
Zap Bandit Electro Wizard
Goblin Gang Tornado
Knight Goblin Gang Tornado Bandit Electro Wizard
Goblin Gang Executioner Electro Wizard Zap Knight Tornado Bandit
Executioner Zap Goblin Gang Tornado Electro Wizard
Zap Knight Goblin Gang Bandit Electro Wizard
Executioner Zap Goblin Gang Tornado Electro Wizard
Knight Goblin Gang Bandit Electro Wizard
Tornado Zap Goblin Gang Bandit Electro Wizard
Knight Goblin Gang Tornado Executioner Electro Wizard
Zap Knight Goblin Gang Tornado Executioner Bandit Electro Wizard
Zap Tornado Executioner Knight Bandit Electro Wizard
Tornado Electro Wizard
Goblin Gang Knight Executioner Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Zap Bandit Electro Wizard
Bandit Electro Wizard Zap Knight Goblin Gang Executioner
Goblin Gang Bandit Zap Knight Electro Wizard
Goblin Gang Zap Knight Tornado Bandit Electro Wizard
Knight Goblin Gang Executioner Bandit
Executioner Zap Goblin Gang Tornado Electro Wizard
Goblin Gang Knight Bandit Electro Wizard
Knight
Zap Electro Wizard Knight Tornado Bandit
Goblin Gang
Knight
Zap Tornado Electro Wizard
Knight Goblin Gang Executioner Bandit
Executioner
Goblin Gang Electro Wizard Zap Knight Tornado Executioner
Executioner Zap 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.)

Knight Bandit
Zap Tornado Executioner Bandit Electro Wizard
Bandit
Knight
Executioner Zap
Executioner Zap Tornado
Tornado Executioner
Zap Tornado Executioner
Zap Tornado Bandit
Goblin Gang Tornado Electro Wizard
Zap Knight Tornado Bandit Electro Wizard
Zap Tornado Executioner
Knight Executioner Bandit
Bandit
Zap
Zap Executioner Bandit
Executioner Bandit
Tornado
Zap Executioner Bandit Electro Wizard
Zap Tornado
Tornado
Tornado
Zap
Zap Tornado Executioner
Zap Tornado Executioner Bandit Electro Wizard
Zap Tornado Bandit
Zap Tornado Bandit
Zap Tornado Executioner Electro Wizard
Zap Electro Wizard
Zap Bandit
Zap Electro Wizard
Zap Electro Wizard Goblin Gang Bandit
Zap Tornado Executioner Electro Wizard
Knight Goblin Gang Executioner Electro Wizard
Zap Executioner
Zap Tornado
Executioner
Zap Goblin Gang Tornado Electro Wizard
Zap Tornado Executioner Electro Wizard
Zap Tornado Executioner Bandit Electro Wizard

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