My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Elixir Golem

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!
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.

Furnace Baby Dragon Hunter Electro Wizard

Defensive buildings

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

Furnace

Investments

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

Knight Furnace Baby Dragon Hunter Balloon Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows

Punishments

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

Balloon Royal Ghost

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 Baby Dragon Balloon Royal Ghost

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 Royal Ghost 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
Balloon
Giant Snowball
Furnace Baby Dragon Balloon
Zap
Furnace Balloon
Barbarian Barrel
Knight Furnace Hunter Royal Ghost Electro Wizard
The Log
Furnace Hunter
Earthquake
Furnace
Arrows
Furnace
Royal Delivery
Knight Baby Dragon Hunter Balloon Royal Ghost Electro Wizard
Fireball
Furnace Baby Dragon Hunter Balloon Electro Wizard
Poison
Furnace Hunter Balloon Electro Wizard
Lightning
Knight Furnace Baby Dragon Hunter Balloon Electro Wizard
Rocket
Furnace Hunter Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace Baby Dragon Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Furnace Baby Dragon Hunter Royal Ghost

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 Knight Baby Dragon Royal Ghost

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.

Furnace 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Royal Ghost Furnace Baby Dragon Hunter Electro Wizard Balloon

Shortest cycle

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

13 Arrows Knight Royal Ghost Furnace

Attack Synergies 3 13

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.

Arrows
Balloon Knight
Knight
Baby Dragon Balloon Arrows Furnace Hunter Electro Wizard
Furnace
Knight Baby Dragon Balloon Royal Ghost
Baby Dragon
Knight Furnace Balloon Electro Wizard
Hunter
Knight Balloon
Balloon
Arrows Knight Furnace Baby Dragon Hunter Royal Ghost Electro Wizard
Royal Ghost
Furnace Balloon Electro Wizard
Electro Wizard
Knight Baby Dragon Balloon Royal Ghost

Defense Synergies 2 9

Arrows
Knight Furnace
Knight
Hunter Electro Wizard Arrows Furnace Baby Dragon
Furnace
Arrows Knight Baby Dragon Royal Ghost Electro Wizard
Baby Dragon
Knight Furnace
Hunter
Knight Electro Wizard
Balloon
Royal Ghost
Furnace Electro Wizard
Electro Wizard
Knight Furnace Hunter Royal Ghost

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 Baby Dragon Electro Wizard
Hunter Knight Furnace Electro Wizard
Furnace Hunter Knight Electro Wizard
Hunter Knight Furnace Electro Wizard
Arrows
Arrows Furnace Baby Dragon Hunter Royal Ghost Electro Wizard
Furnace Hunter Electro Wizard Arrows Baby Dragon
Arrows Baby Dragon Electro Wizard
Hunter Furnace
Knight Hunter Royal Ghost Electro Wizard
Electro Wizard Arrows Knight Furnace Baby Dragon Hunter Royal Ghost
Arrows Hunter Furnace Baby Dragon Electro Wizard
Furnace Hunter Knight Electro Wizard
Arrows Furnace Baby Dragon Hunter Royal Ghost Electro Wizard
Knight Furnace Hunter Electro Wizard
Furnace Hunter Electro Wizard
Arrows Knight Furnace Hunter Electro Wizard
Arrows Knight Furnace Baby Dragon Hunter Royal Ghost Electro Wizard
Arrows Furnace Baby Dragon Hunter Knight Royal Ghost Electro Wizard
Hunter Electro Wizard
Royal Ghost Arrows Knight Furnace Baby Dragon Hunter Electro Wizard

Counters to secondary win conditions

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

Knight Furnace Royal Ghost Electro Wizard
Electro Wizard Arrows Knight Baby Dragon Hunter Royal Ghost
Knight Furnace Hunter Electro Wizard
Hunter Knight Electro Wizard
Knight Hunter
Arrows Furnace Baby Dragon Hunter Electro Wizard
Knight Furnace Hunter Electro Wizard
Knight Hunter
Electro Wizard Knight Baby Dragon
Knight Hunter
Arrows Electro Wizard
Knight Hunter
Furnace Baby Dragon
Electro Wizard Knight Furnace Baby Dragon Hunter
Arrows Baby Dragon Hunter Royal Ghost 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.)

Arrows Knight Baby Dragon Royal Ghost
Arrows Baby Dragon Royal Ghost Electro Wizard
Arrows Baby Dragon
Arrows Knight
Arrows Furnace Baby Dragon
Arrows Furnace Baby Dragon Hunter
Arrows Furnace Baby Dragon
Arrows Baby Dragon Hunter
Arrows
Electro Wizard
Arrows Knight Electro Wizard
Arrows Baby Dragon
Knight Baby Dragon Hunter
Arrows Baby Dragon
Arrows Furnace Baby Dragon
Arrows Furnace Baby Dragon Hunter
Arrows Furnace Baby Dragon
Arrows
Arrows Baby Dragon Hunter Electro Wizard
Arrows Baby Dragon
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Furnace Baby Dragon Hunter
Arrows Baby Dragon Hunter Royal Ghost Electro Wizard
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Furnace Baby Dragon Hunter Electro Wizard
Electro Wizard
Arrows Hunter
Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Baby Dragon Hunter Electro Wizard
Arrows
Knight Baby Dragon Hunter Electro Wizard
Arrows Baby Dragon
Arrows
Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Royal Ghost Electro Wizard

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