My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Golden Knight

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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon Inferno Dragon

Defensive buildings

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

Missing

Investments

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

Elixir Golem Electro Dragon Bowler Royal Ghost Inferno Dragon Golden Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap Arrows

Punishments

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

Elixir Golem Royal Ghost Golden 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.

Elixir Golem 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.

Electro Dragon Royal Ghost Golden 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
Elixir Golem Inferno Dragon
Giant Snowball
Electro Dragon Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Elixir Golem Royal Ghost
The Log
Elixir Golem
Earthquake
Elixir Golem
Arrows
Royal Delivery
Elixir Golem Electro Dragon Bowler Royal Ghost Inferno Dragon
Fireball
Elixir Golem Electro Dragon Bowler Inferno Dragon
Poison
Elixir Golem Electro Dragon
Lightning
Electro Dragon Bowler Inferno Dragon
Rocket
Electro Dragon Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Electro Dragon Bowler 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 Elixir Golem Bowler Royal Ghost Inferno Dragon

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.

Zap Arrows Elixir Golem Royal Ghost Inferno Dragon Golden Knight Electro Dragon Bowler

Shortest cycle

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

11 Zap Arrows Elixir Golem Royal Ghost

Attack Synergies 1 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.

Zap
Arrows Elixir Golem Electro Dragon Bowler Royal Ghost
Arrows
Zap Elixir Golem Bowler
Elixir Golem
Zap Arrows Electro Dragon Bowler Royal Ghost Inferno Dragon
Electro Dragon
Zap Elixir Golem Bowler Inferno Dragon
Bowler
Zap Arrows Elixir Golem Electro Dragon
Royal Ghost
Zap Elixir Golem Golden Knight
Inferno Dragon
Elixir Golem Electro Dragon
Golden Knight
Royal Ghost

Defense Synergies 0 10

Zap
Arrows Electro Dragon Bowler Royal Ghost Inferno Dragon Golden Knight
Arrows
Zap Bowler Golden Knight
Elixir Golem
Electro Dragon
Zap Bowler Inferno Dragon
Bowler
Zap Arrows Electro Dragon
Royal Ghost
Zap
Inferno Dragon
Zap Electro Dragon
Golden Knight
Zap Arrows

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 Zap Electro Dragon Golden Knight
Inferno Dragon Zap Electro Dragon
Bowler Electro Dragon Inferno Dragon
Inferno Dragon Electro Dragon Bowler
Arrows Bowler
Arrows Bowler Zap Electro Dragon Royal Ghost
Inferno Dragon Zap Arrows Electro Dragon
Bowler Zap Arrows Electro Dragon Golden Knight
Inferno Dragon
Bowler Royal Ghost
Zap Arrows Electro Dragon Bowler Royal Ghost
Arrows Inferno Dragon Zap Electro Dragon
Bowler Zap Electro Dragon
Bowler Zap Arrows Electro Dragon Royal Ghost Golden Knight
Inferno Dragon
Zap Bowler Inferno Dragon
Arrows Electro Dragon Bowler
Arrows Zap Electro Dragon Bowler Royal Ghost Golden Knight
Zap Arrows Electro Dragon Bowler Royal Ghost Inferno Dragon
Inferno Dragon
Bowler Royal Ghost Arrows Electro Dragon

Counters to secondary win conditions

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

Zap Bowler Royal Ghost
Zap Arrows Electro Dragon Bowler Royal Ghost Inferno Dragon
Zap Electro Dragon Bowler Golden Knight
Bowler Zap
Bowler Inferno Dragon
Arrows Zap Electro Dragon
Bowler
Inferno Dragon
Zap Electro Dragon Inferno Dragon
Inferno Dragon
Inferno Dragon Electro Dragon Bowler Golden Knight
Zap Arrows Bowler
Bowler Golden Knight
Electro Dragon Bowler
Electro Dragon Zap Bowler Inferno Dragon Golden Knight
Arrows Bowler Zap Electro Dragon Royal Ghost Inferno Dragon Golden Knight
Zap Arrows

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 Electro Dragon Royal Ghost Golden Knight
Arrows Zap Electro Dragon Bowler Royal Ghost Golden Knight
Arrows Electro Dragon
Arrows
Zap Arrows Bowler
Arrows Zap Electro Dragon
Arrows Bowler
Arrows Zap Electro Dragon Bowler
Arrows Zap Electro Dragon Golden Knight
Electro Dragon Bowler
Zap Arrows Electro Dragon Bowler Golden Knight
Zap Arrows Electro Dragon
Bowler Golden Knight
Arrows Electro Dragon
Zap Arrows
Zap Arrows Electro Dragon Bowler Golden Knight
Arrows Electro Dragon Bowler
Arrows
Zap Arrows Electro Dragon Bowler
Zap Arrows Electro Dragon Bowler Golden Knight
Bowler
Arrows
Bowler
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon Bowler
Inferno Dragon
Arrows Zap Electro Dragon Bowler Royal Ghost Golden Knight
Zap Arrows Electro Dragon Bowler Golden Knight
Zap Arrows Golden Knight
Zap Arrows Electro Dragon
Zap Electro Dragon
Bowler
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon
Arrows Bowler
Zap Electro Dragon
Zap Arrows Electro Dragon
Arrows
Electro Dragon Bowler
Arrows Zap Electro Dragon Bowler
Zap Arrows
Electro Dragon
Zap Electro Dragon Bowler Golden Knight
Zap Electro Dragon
Electro Dragon Zap Bowler Royal Ghost Golden Knight
Inferno Dragon
Electro Dragon Bowler

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: