My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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 Royal Giant Bowler 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.

Zap Fireball Tornado

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.

Fireball

Dropped at the bridge

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

Knight 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
Zap
Royal Giant
Barbarian Barrel
Knight Executioner Electro Wizard
The Log
Royal Giant
Earthquake
Arrows
Royal Delivery
Knight Bowler Executioner Electro Wizard
Fireball
Bowler Executioner Electro Wizard
Poison
Executioner Electro Wizard
Lightning
Knight Bowler Executioner Electro Wizard
Rocket
Bowler Executioner

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Tornado Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Tornado Bowler 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 Bowler 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 Fireball

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.

Fireball 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 Tornado Fireball Electro Wizard Bowler Executioner Royal Giant

Shortest cycle

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

12 Zap Knight Tornado Fireball

Attack Synergies 7 14

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
Fireball Tornado Electro Wizard Knight Royal Giant Bowler Executioner
Knight
Executioner Zap Fireball Electro Wizard
Royal Giant
Fireball Zap Tornado Bowler Executioner Electro Wizard
Fireball
Zap Royal Giant Tornado Knight Electro Wizard
Tornado
Zap Fireball Executioner Royal Giant Bowler
Bowler
Zap Royal Giant Tornado Executioner Electro Wizard
Executioner
Knight Tornado Zap Royal Giant Bowler
Electro Wizard
Zap Knight Royal Giant Fireball Bowler

Defense Synergies 7 10

Zap
Fireball Electro Wizard Knight Tornado Bowler Executioner
Knight
Executioner Electro Wizard Zap Fireball Tornado Bowler
Royal Giant
Fireball
Zap Tornado Knight Electro Wizard
Tornado
Fireball Bowler Executioner Zap Knight Electro Wizard
Bowler
Tornado Zap Knight Electro Wizard
Executioner
Knight Tornado Zap
Electro Wizard
Zap Knight Fireball Tornado Bowler

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.

Bowler Zap Knight Fireball Executioner Electro Wizard
Zap Knight Executioner Electro Wizard
Tornado Bowler Knight Executioner Electro Wizard
Knight Bowler Electro Wizard
Fireball Tornado Bowler
Fireball Tornado Bowler Zap Executioner Electro Wizard
Tornado Electro Wizard Zap Fireball Executioner
Bowler Zap Fireball Electro Wizard
Tornado
Knight Tornado Bowler Electro Wizard
Executioner Electro Wizard Zap Knight Fireball Tornado Bowler
Executioner Zap Fireball Tornado Electro Wizard
Bowler Zap Knight Fireball Electro Wizard
Fireball Bowler Executioner Zap Tornado Electro Wizard
Knight Electro Wizard
Tornado Zap Fireball Bowler Electro Wizard
Knight Fireball Tornado Bowler Executioner Electro Wizard
Fireball Zap Knight Tornado Bowler Executioner Electro Wizard
Zap Tornado Executioner Knight Fireball Bowler Electro Wizard
Tornado Electro Wizard
Bowler Knight Fireball Executioner Electro Wizard

Counters to secondary win conditions

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

Knight Zap Fireball Bowler Electro Wizard
Fireball Electro Wizard Zap Knight Bowler Executioner
Zap Knight Bowler Electro Wizard
Bowler Zap Knight Fireball Tornado Electro Wizard
Knight Bowler Executioner
Fireball Executioner Zap Tornado Electro Wizard
Knight Fireball Bowler Electro Wizard
Knight
Zap Electro Wizard Knight Fireball Tornado
Knight Bowler
Zap Fireball Tornado Bowler Electro Wizard
Bowler Knight Fireball Executioner
Fireball Bowler Executioner
Electro Wizard Zap Knight Fireball Tornado Bowler Executioner
Bowler Executioner Zap Fireball 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.)

Fireball Knight
Fireball Zap Tornado Bowler Executioner Electro Wizard
Fireball
Knight Fireball
Fireball Executioner Zap Bowler
Fireball Executioner Zap Tornado
Tornado Bowler Executioner
Fireball Zap Tornado Bowler Executioner
Fireball Zap Tornado
Fireball Tornado Bowler Electro Wizard
Zap Knight Fireball Tornado Bowler Electro Wizard
Fireball Zap Tornado Executioner
Knight Fireball Bowler Executioner
Fireball
Zap Fireball
Zap Fireball Bowler Executioner
Fireball Bowler Executioner
Fireball Tornado
Zap Fireball Bowler Executioner Electro Wizard
Zap Fireball Tornado Bowler
Fireball Bowler
Fireball Tornado
Tornado Bowler
Zap Fireball
Zap Tornado Fireball Bowler Executioner
Fireball Zap Tornado Bowler Executioner Electro Wizard
Fireball Zap Tornado Bowler
Fireball Zap Tornado
Zap Fireball Tornado Executioner Electro Wizard
Zap Electro Wizard Fireball
Fireball Bowler
Zap Fireball
Zap Fireball Electro Wizard
Fireball Bowler
Zap Electro Wizard Fireball
Fireball Zap Tornado Executioner Electro Wizard
Fireball
Fireball Knight Bowler Executioner Electro Wizard
Zap Fireball Bowler Executioner
Zap Fireball Tornado
Executioner
Zap Fireball Tornado Bowler Electro Wizard
Zap Fireball Tornado Executioner Electro Wizard
Zap Fireball Tornado Bowler Executioner Electro Wizard

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