My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Inferno Dragon Night Witch

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.

Knight Giant Skeleton Electro Giant Inferno Dragon Night Witch

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.

Goblin Curse Freeze

Punishments

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

Electro 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 Giant Skeleton Electro 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.

Giant Skeleton

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 Guards Giant Skeleton Inferno Dragon Night Witch
Giant Snowball
Goblin Curse Guards Inferno Dragon Night Witch
Zap
Goblin Curse Guards Inferno Dragon Night Witch
Barbarian Barrel
Knight Goblin Curse Guards Giant Skeleton Night Witch
The Log
Goblin Curse Guards Giant Skeleton
Earthquake
Guards
Arrows
Goblin Curse Guards Night Witch
Royal Delivery
Knight Guards Giant Skeleton Inferno Dragon Night Witch
Fireball
Inferno Dragon Night Witch
Poison
Goblin Curse Guards Night Witch
Lightning
Knight Inferno Dragon Night Witch
Rocket
Inferno Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Freeze Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Freeze Electro Giant

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 Guards Freeze Giant Skeleton Electro Giant Inferno Dragon Night Witch

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 Knight Guards Freeze Inferno Dragon Night Witch Giant Skeleton Electro Giant

Shortest cycle

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

12 Goblin Curse Knight Guards Freeze

Attack Synergies 0 3

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
Night Witch
Goblin Curse
Guards
Freeze
Giant Skeleton
Night Witch
Electro Giant
Inferno Dragon
Inferno Dragon
Electro Giant
Night Witch
Knight Giant Skeleton

Defense Synergies 0 3

Knight
Night Witch
Goblin Curse
Guards
Giant Skeleton
Freeze
Giant Skeleton
Guards
Electro Giant
Inferno Dragon
Inferno Dragon
Electro Giant
Night Witch
Knight

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
Inferno Dragon Knight Goblin Curse Night Witch
Knight Goblin Curse Freeze Giant Skeleton Inferno Dragon Night Witch
Inferno Dragon Night Witch Knight Goblin Curse Guards
Giant Skeleton
Freeze Guards Night Witch
Inferno Dragon Goblin Curse Freeze Night Witch
Giant Skeleton Electro Giant
Inferno Dragon Goblin Curse Night Witch
Knight Guards Giant Skeleton Night Witch
Goblin Curse Guards Knight Freeze Giant Skeleton Electro Giant Night Witch
Inferno Dragon Goblin Curse Night Witch
Night Witch Knight Goblin Curse Guards Freeze Giant Skeleton
Goblin Curse Guards Freeze Night Witch
Inferno Dragon Knight Goblin Curse
Goblin Curse Freeze Electro Giant Inferno Dragon
Knight Night Witch
Knight Guards Night Witch
Freeze Knight Goblin Curse Guards Giant Skeleton Inferno Dragon
Goblin Curse Inferno Dragon
Knight Goblin Curse Guards Giant Skeleton Electro Giant Night Witch
Guards Inferno Dragon

Counters to secondary win conditions

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

Knight Guards Giant Skeleton Electro Giant
Knight Inferno Dragon
Guards Giant Skeleton Knight
Guards Giant Skeleton Knight Night Witch
Giant Skeleton Knight Goblin Curse Guards Inferno Dragon Night Witch
Electro Giant Goblin Curse Freeze
Guards Knight Giant Skeleton Night Witch
Giant Skeleton Knight Goblin Curse Inferno Dragon
Freeze Giant Skeleton Knight Inferno Dragon
Goblin Curse Guards Inferno Dragon
Inferno Dragon Knight Guards Giant Skeleton
Guards Giant Skeleton Electro Giant
Giant Skeleton Knight Goblin Curse Guards Night Witch
Goblin Curse Electro Giant
Guards Electro Giant Knight Freeze Giant Skeleton Inferno Dragon Night Witch
Goblin Curse Freeze Giant Skeleton Electro Giant Inferno Dragon

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 Guards Freeze Giant Skeleton
Goblin Curse
Giant Skeleton
Knight Guards Freeze Giant Skeleton
Goblin Curse
Electro Giant Goblin Curse Freeze
Goblin Curse Freeze
Guards Night Witch
Knight
Goblin Curse
Knight
Freeze
Freeze
Night Witch
Goblin Curse Electro Giant
Giant Skeleton Night Witch
Goblin Curse Freeze Electro Giant
Inferno Dragon
Goblin Curse
Goblin Curse Electro Giant Night Witch
Guards Freeze Electro Giant
Night Witch
Night Witch
Freeze
Giant Skeleton
Goblin Curse
Guards Freeze Night Witch
Goblin Curse
Freeze
Knight
Giant Skeleton Electro Giant
Electro Giant Guards Freeze Giant Skeleton
Freeze Giant Skeleton Electro Giant
Inferno Dragon

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