My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

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.

X-Bow

Investments

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

Knight Giant Skeleton X-Bow Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Zap Rocket Tornado

Punishments

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

X-Bow Royal Ghost

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Giant Skeleton X-Bow 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.

Giant Skeleton Royal Ghost 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
Giant Skeleton
Giant Snowball
Zap
X-Bow
Barbarian Barrel
Knight Giant Skeleton X-Bow Royal Ghost Electro Wizard
The Log
Giant Skeleton X-Bow
Earthquake
X-Bow
Arrows
Royal Delivery
Knight Giant Skeleton Royal Ghost Electro Wizard
Fireball
X-Bow Electro Wizard
Poison
X-Bow Electro Wizard
Lightning
Knight X-Bow Electro Wizard
Rocket
X-Bow

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket Tornado 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.

Knight Rocket Tornado Giant Skeleton Royal Ghost

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.

Zap Knight Tornado Royal Ghost Electro Wizard Rocket Giant Skeleton X-Bow

Shortest cycle

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

11 Zap Knight Tornado Royal Ghost

Attack Synergies 5 9

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
Tornado X-Bow Electro Wizard Knight Giant Skeleton Royal Ghost
Knight
X-Bow Zap Electro Wizard
Rocket
Tornado X-Bow
Tornado
Zap Rocket Giant Skeleton
Giant Skeleton
Zap Tornado X-Bow Electro Wizard
X-Bow
Zap Knight Rocket Giant Skeleton
Royal Ghost
Zap Electro Wizard
Electro Wizard
Zap Knight Giant Skeleton Royal Ghost

Defense Synergies 4 12

Zap
Electro Wizard Knight Tornado Giant Skeleton X-Bow Royal Ghost
Knight
X-Bow Electro Wizard Zap Tornado
Rocket
Tornado
Tornado
Rocket Zap Knight Giant Skeleton X-Bow Electro Wizard
Giant Skeleton
Zap Tornado Electro Wizard
X-Bow
Knight Zap Tornado Electro Wizard
Royal Ghost
Zap Electro Wizard
Electro Wizard
Zap Knight Tornado Giant Skeleton X-Bow Royal Ghost

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.

Rocket Zap Knight X-Bow Electro Wizard
Zap Knight X-Bow Electro Wizard
Rocket Tornado Knight Giant Skeleton Electro Wizard
Knight Electro Wizard
Rocket Tornado Giant Skeleton X-Bow
Tornado Zap X-Bow Royal Ghost Electro Wizard
Rocket Tornado Electro Wizard Zap X-Bow
Rocket Zap Giant Skeleton X-Bow Electro Wizard
Tornado X-Bow
Knight Tornado Giant Skeleton Royal Ghost Electro Wizard
Electro Wizard Zap Knight Tornado Giant Skeleton X-Bow Royal Ghost
Zap Tornado Electro Wizard
Zap Knight Rocket Giant Skeleton X-Bow Electro Wizard
Rocket Zap Tornado X-Bow Royal Ghost Electro Wizard
Knight X-Bow Electro Wizard
Rocket Tornado Zap X-Bow Electro Wizard
Knight Tornado X-Bow Electro Wizard
Zap Knight Tornado X-Bow Royal Ghost Electro Wizard
Zap Tornado Knight Giant Skeleton Royal Ghost Electro Wizard
Tornado Electro Wizard
Royal Ghost Knight Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Knight Zap Giant Skeleton X-Bow Royal Ghost Electro Wizard
Electro Wizard Zap Knight Rocket X-Bow Royal Ghost
Giant Skeleton Zap Knight Rocket Electro Wizard
Rocket Giant Skeleton Zap Knight Tornado X-Bow Electro Wizard
Giant Skeleton Knight
Rocket Zap Tornado Electro Wizard
Rocket Knight Giant Skeleton Electro Wizard
Giant Skeleton Knight
Zap Rocket Giant Skeleton Electro Wizard Knight Tornado X-Bow
Knight Giant Skeleton
Rocket Zap Tornado Giant Skeleton Electro Wizard
Rocket Giant Skeleton Knight
Electro Wizard Zap Knight Rocket Tornado Giant Skeleton X-Bow
Zap Giant Skeleton Royal Ghost Electro Wizard
Zap 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 Rocket Giant Skeleton X-Bow Royal Ghost
Zap Tornado X-Bow Royal Ghost Electro Wizard
Rocket Giant Skeleton X-Bow
Knight Rocket Giant Skeleton
Rocket Zap
Zap Rocket Tornado
Tornado
X-Bow Zap Tornado
Zap Tornado X-Bow
Rocket Tornado X-Bow Electro Wizard
Rocket Zap Knight Tornado X-Bow Electro Wizard
Zap Rocket Tornado
Rocket Knight
Rocket X-Bow
Zap X-Bow
Rocket X-Bow Zap
Rocket X-Bow
Rocket Tornado
Rocket
Rocket Zap X-Bow Electro Wizard
Rocket Zap Tornado X-Bow
Rocket Giant Skeleton X-Bow
Rocket Tornado
Rocket Tornado X-Bow
Rocket Zap X-Bow
Zap Tornado
X-Bow Zap Tornado Royal Ghost Electro Wizard
Zap Tornado X-Bow
Rocket Zap Tornado X-Bow
Zap Tornado X-Bow Electro Wizard
Zap Rocket Electro Wizard
Zap Rocket X-Bow
Zap Rocket Electro Wizard
Giant Skeleton
Rocket
Zap Electro Wizard Rocket X-Bow
Rocket Zap Tornado Electro Wizard
Knight Rocket Electro Wizard
Zap
Rocket Zap Tornado Giant Skeleton
Zap Rocket Tornado Giant Skeleton Electro Wizard
Zap Rocket Tornado Electro Wizard
Zap Rocket Tornado Giant Skeleton X-Bow Royal Ghost Electro Wizard
Rocket

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