My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Wizard Electro Wizard Inferno Dragon

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 Goblin Cage Wizard Golem Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

Goblin Curse Rage

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 Golem

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.

Golem 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 Curse Inferno Dragon
Giant Snowball
Goblin Curse Inferno Dragon
Zap
Goblin Curse Inferno Dragon
Barbarian Barrel
Knight Goblin Cage Wizard Goblin Curse Electro Wizard
The Log
Goblin Cage Goblin Curse
Earthquake
Goblin Cage
Arrows
Goblin Curse
Royal Delivery
Knight Goblin Cage Wizard Electro Wizard Inferno Dragon
Fireball
Goblin Cage Wizard Electro Wizard Inferno Dragon
Poison
Goblin Cage Wizard Goblin Curse Electro Wizard
Lightning
Knight Goblin Cage Wizard Electro Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Goblin Curse Rage Golem Inferno Dragon

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.

Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Curse Rage Knight Goblin Cage Electro Wizard Inferno Dragon Wizard Golem

Shortest cycle

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

11 Goblin Curse Rage Knight Goblin Cage

Attack Synergies 0 7

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
Wizard Electro Wizard
Goblin Cage
Golem
Wizard
Knight Rage Golem
Goblin Curse
Rage
Wizard Electro Wizard
Golem
Goblin Cage Wizard Electro Wizard
Electro Wizard
Knight Rage Golem
Inferno Dragon

Defense Synergies 1 7

Knight
Electro Wizard Goblin Cage Wizard
Goblin Cage
Knight Wizard Electro Wizard Inferno Dragon
Wizard
Knight Goblin Cage Electro Wizard
Goblin Curse
Rage
Golem
Electro Wizard
Knight Goblin Cage Wizard Inferno Dragon
Inferno Dragon
Goblin Cage 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.

Knight Goblin Cage Wizard Electro Wizard
Inferno Dragon Knight Goblin Cage Goblin Curse Electro Wizard
Goblin Cage Knight Goblin Curse Electro Wizard Inferno Dragon
Goblin Cage Inferno Dragon Knight Goblin Curse Electro Wizard
Goblin Cage
Electro Wizard
Electro Wizard Inferno Dragon Goblin Cage Wizard Goblin Curse
Goblin Cage Electro Wizard
Inferno Dragon Goblin Cage Goblin Curse
Knight Electro Wizard
Goblin Curse Electro Wizard Knight Wizard
Inferno Dragon Wizard Goblin Curse Electro Wizard
Goblin Cage Knight Wizard Goblin Curse Electro Wizard
Wizard Goblin Cage Goblin Curse Electro Wizard
Inferno Dragon Knight Goblin Cage Goblin Curse Electro Wizard
Goblin Cage Goblin Curse Electro Wizard Inferno Dragon
Wizard Knight Goblin Cage Electro Wizard
Goblin Cage Knight Wizard Electro Wizard
Goblin Cage Wizard Knight Goblin Curse Electro Wizard Inferno Dragon
Goblin Cage Goblin Curse Electro Wizard Inferno Dragon
Wizard Knight Goblin Curse Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Knight Goblin Cage Electro Wizard
Electro Wizard Knight Wizard Inferno Dragon
Knight Goblin Cage Electro Wizard
Knight Goblin Cage Electro Wizard
Knight Goblin Cage Goblin Curse Inferno Dragon
Wizard Goblin Curse Electro Wizard
Knight Goblin Cage Electro Wizard
Knight Goblin Cage Goblin Curse Inferno Dragon
Goblin Cage Electro Wizard Knight Inferno Dragon
Goblin Cage Goblin Curse Inferno Dragon
Inferno Dragon Knight Goblin Cage
Goblin Cage Electro Wizard
Knight Goblin Cage Wizard Goblin Curse
Wizard Goblin Cage Goblin Curse
Electro Wizard Knight Goblin Cage Inferno Dragon
Goblin Cage Wizard Goblin Curse Electro Wizard Inferno Dragon
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
Goblin Curse Electro Wizard
Knight
Wizard Goblin Curse
Wizard Goblin Curse
Wizard
Wizard Goblin Curse
Wizard
Electro Wizard
Knight Wizard Electro Wizard
Wizard Goblin Curse
Knight
Wizard
Wizard
Wizard Electro Wizard
Wizard Goblin Curse
Wizard
Goblin Curse Wizard
Inferno Dragon
Wizard Electro Wizard
Wizard
Goblin Curse
Wizard Goblin Curse Electro Wizard
Electro Wizard Wizard
Wizard
Electro Wizard
Wizard Goblin Curse
Electro Wizard
Wizard Goblin Curse Electro Wizard
Knight Wizard Electro Wizard
Wizard
Electro Wizard
Electro Wizard
Electro Wizard
Inferno Dragon
Wizard

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