My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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.

Knight Prince Electro Wizard Mega Knight

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

Punishments

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

Goblin Gang Hog Rider Prince Mega Knight

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 Prince Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mega Knight

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 Prince Mega Knight

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Cannon Goblin Gang Hog Rider Electro Wizard Prince Mega Knight

Shortest cycle

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

11 Zap Knight Cannon Goblin Gang

Attack Synergies 7 10

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 Prince Electro Wizard Knight Mega Knight
Knight
Goblin Gang Hog Rider Zap Prince Electro Wizard
Cannon
Goblin Gang
Knight Hog Rider Prince
Hog Rider
Zap Knight Goblin Gang Prince Electro Wizard Mega Knight
Prince
Zap Mega Knight Knight Goblin Gang Hog Rider Electro Wizard
Electro Wizard
Zap Knight Hog Rider Prince Mega Knight
Mega Knight
Prince Zap Hog Rider Electro Wizard

Defense Synergies 6 10

Zap
Cannon Electro Wizard Mega Knight Knight Goblin Gang Prince
Knight
Cannon Goblin Gang Electro Wizard Zap
Cannon
Zap Knight Goblin Gang Prince Electro Wizard
Goblin Gang
Knight Zap Cannon Prince Electro Wizard
Hog Rider
Prince
Zap Cannon Goblin Gang Electro Wizard
Electro Wizard
Zap Knight Cannon Goblin Gang Prince Mega Knight
Mega Knight
Zap Electro Wizard

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 Cannon Electro Wizard
Zap Knight Cannon Goblin Gang Prince Electro Wizard Mega Knight
Cannon Goblin Gang Prince Mega Knight Knight Electro Wizard
Cannon Prince Knight Goblin Gang Electro Wizard Mega Knight
Prince Mega Knight
Goblin Gang Zap Cannon Electro Wizard Mega Knight
Electro Wizard Zap Cannon Goblin Gang
Zap Cannon Electro Wizard Mega Knight
Cannon Goblin Gang Prince
Knight Goblin Gang Cannon Prince Electro Wizard Mega Knight
Goblin Gang Electro Wizard Zap Knight Cannon Mega Knight
Zap Goblin Gang Electro Wizard
Cannon Prince Mega Knight Zap Knight Goblin Gang Electro Wizard
Mega Knight Zap Cannon Goblin Gang Prince Electro Wizard
Knight Cannon Goblin Gang Prince Electro Wizard Mega Knight
Zap Cannon Goblin Gang Prince Electro Wizard Mega Knight
Mega Knight Knight Cannon Goblin Gang Prince Electro Wizard
Cannon Mega Knight Zap Knight Goblin Gang Prince Electro Wizard
Zap Knight Cannon Electro Wizard Mega Knight
Cannon Prince Electro Wizard
Goblin Gang Mega Knight Knight Cannon Prince Electro Wizard
Cannon

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Zap Prince Electro Wizard
Electro Wizard Zap Knight Goblin Gang Prince Mega Knight
Goblin Gang Mega Knight Zap Knight Prince Electro Wizard
Goblin Gang Prince Mega Knight Zap Knight Electro Wizard
Knight Cannon Goblin Gang Prince Mega Knight
Zap Goblin Gang Electro Wizard
Goblin Gang Prince Knight Electro Wizard
Mega Knight Knight Prince
Zap Electro Wizard Mega Knight Knight Prince
Cannon Goblin Gang
Mega Knight Knight Prince
Mega Knight Zap Prince Electro Wizard
Prince Mega Knight Knight Cannon Goblin Gang
Cannon Mega Knight
Goblin Gang Electro Wizard Zap Knight Prince
Mega Knight Zap Cannon Electro Wizard
Zap Cannon 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
Zap Electro Wizard
Knight Prince
Zap Mega Knight
Zap
Zap
Zap
Goblin Gang Prince Electro Wizard
Zap Knight Prince Electro Wizard
Zap
Knight
Zap Prince
Zap
Mega Knight
Zap Prince Electro Wizard Mega Knight
Zap Mega Knight
Prince Mega Knight
Prince
Zap
Zap Mega Knight
Zap Electro Wizard
Zap Prince Mega Knight
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Mega Knight
Zap Electro Wizard
Prince Mega Knight
Zap Electro Wizard Goblin Gang Prince
Zap Electro Wizard
Knight Goblin Gang Prince Electro Wizard Mega Knight
Zap
Zap
Prince Mega Knight
Zap Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Prince Electro Wizard Mega Knight
Prince
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: