My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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.

Goblin Gang Executioner

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 Executioner Electro Giant Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Rage Tornado

Punishments

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

Goblin Gang Electro Giant 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 Electro Giant Mega Knight

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
Giant Snowball
Cannon Goblin Gang
Zap
Cannon Goblin Gang
Barbarian Barrel
Knight Cannon Goblin Gang Executioner
The Log
Cannon Goblin Gang
Earthquake
Cannon Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Executioner
Fireball
Cannon Goblin Gang Executioner
Poison
Cannon Goblin Gang Executioner
Lightning
Knight Cannon Executioner
Rocket
Executioner

Against air swarms

Spells and units that can counter air swarms.

Tornado Executioner Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Executioner Electro Giant 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 Rage Tornado Executioner Electro Giant 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

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.

Rage Knight Cannon Goblin Gang Tornado Executioner Electro Giant Mega Knight

Shortest cycle

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

11 Rage Knight Cannon Goblin Gang

Attack Synergies 4 2

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
Goblin Gang Executioner
Cannon
Goblin Gang
Knight
Rage
Tornado
Executioner Electro Giant Mega Knight
Executioner
Knight Tornado Mega Knight
Electro Giant
Tornado
Mega Knight
Tornado Executioner

Defense Synergies 4 6

Knight
Cannon Goblin Gang Executioner Tornado
Cannon
Knight Goblin Gang Electro Giant
Goblin Gang
Knight Cannon
Rage
Tornado
Executioner Knight Electro Giant Mega Knight
Executioner
Knight Tornado Mega Knight
Electro Giant
Cannon Tornado
Mega Knight
Tornado Executioner

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 Cannon Executioner
Knight Cannon Goblin Gang Executioner Mega Knight
Cannon Goblin Gang Tornado Mega Knight Knight Executioner
Cannon Knight Goblin Gang Mega Knight
Tornado Mega Knight
Goblin Gang Tornado Cannon Executioner Mega Knight
Tornado Cannon Goblin Gang Executioner
Cannon Electro Giant Mega Knight
Cannon Goblin Gang Tornado
Knight Goblin Gang Tornado Cannon Mega Knight
Goblin Gang Executioner Knight Cannon Tornado Electro Giant Mega Knight
Executioner Goblin Gang Tornado
Cannon Mega Knight Knight Goblin Gang
Executioner Mega Knight Cannon Goblin Gang Tornado
Knight Cannon Goblin Gang Mega Knight
Tornado Cannon Goblin Gang Electro Giant Mega Knight
Mega Knight Knight Cannon Goblin Gang Tornado Executioner
Cannon Mega Knight Knight Goblin Gang Tornado Executioner
Tornado Executioner Knight Cannon Mega Knight
Cannon Tornado
Goblin Gang Mega Knight Knight Cannon Executioner Electro Giant
Cannon

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Electro Giant
Knight Goblin Gang Executioner Mega Knight
Goblin Gang Mega Knight Knight
Goblin Gang Mega Knight Knight Tornado
Knight Cannon Goblin Gang Executioner Mega Knight
Executioner Electro Giant Goblin Gang Tornado
Goblin Gang Knight
Mega Knight Knight
Mega Knight Knight Tornado
Cannon Goblin Gang
Mega Knight Knight
Mega Knight Tornado Electro Giant
Mega Knight Knight Cannon Goblin Gang Executioner
Cannon Executioner Electro Giant Mega Knight
Goblin Gang Electro Giant Knight Tornado Executioner
Executioner Mega Knight Cannon Electro Giant
Cannon

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
Tornado Executioner
Knight
Executioner Mega Knight
Executioner Electro Giant Tornado
Tornado Executioner
Tornado Executioner
Tornado
Goblin Gang Tornado
Knight Tornado
Tornado Executioner
Knight Executioner
Executioner
Executioner Mega Knight
Tornado
Executioner Mega Knight
Tornado Electro Giant Mega Knight
Mega Knight
Tornado
Tornado
Tornado Electro Giant Executioner Mega Knight
Tornado Executioner
Tornado Mega Knight
Tornado
Tornado Executioner Electro Giant
Electro Giant
Mega Knight
Mega Knight
Goblin Gang
Tornado Executioner
Knight Goblin Gang Executioner Mega Knight
Executioner
Tornado Electro Giant
Executioner Mega Knight
Electro Giant Goblin Gang Tornado
Tornado Executioner
Tornado Executioner Electro Giant Mega Knight
Mega Knight

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