My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
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 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

Electro Wizard

Defensive buildings

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

Goblin Cage

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 Goblin Cage Bowler Fisherman 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.

Rage 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.

Missing

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 Fisherman
Giant Snowball
Fisherman
Zap
Royal Giant Fisherman
Barbarian Barrel
Knight Goblin Cage Electro Wizard
The Log
Royal Giant Goblin Cage Fisherman
Earthquake
Goblin Cage
Arrows
Royal Delivery
Knight Goblin Cage Bowler Fisherman Electro Wizard
Fireball
Goblin Cage Bowler Fisherman Electro Wizard
Poison
Goblin Cage Fisherman Electro Wizard
Lightning
Knight Goblin Cage Bowler Fisherman Electro Wizard
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Bowler

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 Bowler

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

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.

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.

Rage Knight Tornado Fisherman Goblin Cage Electro Wizard Bowler Royal Giant

Shortest cycle

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

11 Rage Knight Tornado Fisherman

Attack Synergies 1 8

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
Electro Wizard
Royal Giant
Fisherman Tornado Bowler Electro Wizard
Goblin Cage
Rage
Electro Wizard
Tornado
Royal Giant Bowler
Bowler
Royal Giant Tornado Fisherman Electro Wizard
Fisherman
Royal Giant Bowler
Electro Wizard
Knight Royal Giant Rage Bowler

Defense Synergies 2 9

Knight
Electro Wizard Goblin Cage Tornado Bowler Fisherman
Royal Giant
Goblin Cage
Knight Tornado Bowler Electro Wizard
Rage
Tornado
Bowler Knight Goblin Cage Electro Wizard
Bowler
Tornado Knight Goblin Cage Electro Wizard
Fisherman
Knight
Electro Wizard
Knight Goblin Cage 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 Knight Goblin Cage Electro Wizard
Knight Goblin Cage Fisherman Electro Wizard
Goblin Cage Tornado Bowler Fisherman Knight Electro Wizard
Goblin Cage Knight Bowler Fisherman Electro Wizard
Goblin Cage Tornado Bowler
Tornado Bowler Electro Wizard
Tornado Electro Wizard Goblin Cage
Bowler Goblin Cage Electro Wizard
Goblin Cage Tornado Fisherman
Knight Tornado Bowler Fisherman Electro Wizard
Electro Wizard Knight Tornado Bowler Fisherman
Tornado Electro Wizard
Goblin Cage Bowler Knight Electro Wizard
Bowler Goblin Cage Tornado Electro Wizard
Knight Goblin Cage Electro Wizard
Tornado Goblin Cage Bowler Fisherman Electro Wizard
Knight Goblin Cage Tornado Bowler Fisherman Electro Wizard
Goblin Cage Knight Tornado Bowler Fisherman Electro Wizard
Goblin Cage Tornado Knight Bowler Fisherman Electro Wizard
Goblin Cage Tornado Fisherman Electro Wizard
Bowler Knight Fisherman Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Cage Bowler Fisherman Electro Wizard
Electro Wizard Knight Bowler Fisherman
Knight Goblin Cage Bowler Fisherman Electro Wizard
Bowler Knight Goblin Cage Tornado Fisherman Electro Wizard
Knight Goblin Cage Bowler Fisherman
Tornado Electro Wizard
Knight Goblin Cage Bowler Electro Wizard
Knight Goblin Cage Fisherman
Goblin Cage Electro Wizard Knight Tornado
Goblin Cage
Knight Goblin Cage Bowler
Goblin Cage Tornado Bowler Electro Wizard
Bowler Knight Goblin Cage
Goblin Cage Bowler
Electro Wizard Knight Goblin Cage Tornado Bowler Fisherman
Bowler Goblin Cage Electro Wizard
Goblin Cage 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
Tornado Bowler Fisherman Electro Wizard
Knight
Bowler
Tornado
Tornado Bowler
Tornado Bowler
Tornado Fisherman
Tornado Bowler Fisherman Electro Wizard
Knight Tornado Bowler Fisherman Electro Wizard
Tornado
Knight Bowler Fisherman
Fisherman
Fisherman
Bowler
Bowler
Tornado
Fisherman
Bowler Fisherman Electro Wizard
Tornado Bowler
Bowler
Tornado
Tornado Bowler Fisherman
Tornado Bowler
Fisherman
Tornado Bowler Fisherman Electro Wizard
Tornado Bowler Fisherman
Tornado Fisherman
Tornado Electro Wizard
Electro Wizard
Bowler
Electro Wizard
Bowler
Electro Wizard
Tornado Electro Wizard
Knight Bowler Electro Wizard
Bowler
Tornado
Tornado Bowler Electro Wizard
Tornado Electro Wizard
Tornado Bowler Electro Wizard
Bowler

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