My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Hunter Phoenix

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.

Skeletons Knight Hunter Electro Giant Phoenix Goblinstein

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.

Tornado Lightning

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.

Lightning

Dropped at the bridge

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

Knight Electro Giant Phoenix

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
Skeletons Phoenix
Giant Snowball
Skeletons
Zap
Skeletons
Barbarian Barrel
Skeletons Knight Hunter
The Log
Skeletons Hunter
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Knight Hunter
Fireball
Hunter
Poison
Hunter Phoenix
Lightning
Knight Hunter Phoenix Goblinstein
Rocket
Hunter Phoenix

Against air swarms

Spells and units that can counter air swarms.

Tornado Hunter Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Hunter 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 Tornado Electro Giant

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.

Skeletons Knight Tornado Hunter Phoenix Goblinstein Lightning Electro Giant

Shortest cycle

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

11 Skeletons Knight Tornado Hunter

Attack Synergies 2 2

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.

Skeletons
Knight
Hunter
Tornado
Electro Giant Hunter
Hunter
Knight Tornado
Lightning
Electro Giant
Electro Giant
Tornado Lightning
Phoenix
Goblinstein

Defense Synergies 1 8

Skeletons
Knight Tornado Hunter Phoenix
Knight
Hunter Skeletons Tornado Phoenix
Tornado
Skeletons Knight Hunter Electro Giant
Hunter
Knight Skeletons Tornado
Lightning
Electro Giant
Tornado
Phoenix
Skeletons Knight
Goblinstein

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.

Lightning Knight
Hunter Skeletons Knight Phoenix
Tornado Hunter Skeletons Knight Lightning
Hunter Skeletons Knight Phoenix
Lightning Tornado
Tornado Skeletons Hunter
Tornado Hunter Lightning Phoenix
Lightning Electro Giant Phoenix
Hunter Skeletons Tornado Phoenix
Knight Tornado Skeletons Hunter Phoenix
Skeletons Knight Tornado Hunter Electro Giant
Hunter Tornado Phoenix
Hunter Skeletons Knight Lightning
Tornado Hunter
Knight Hunter Phoenix
Tornado Hunter Lightning Electro Giant
Skeletons Knight Tornado Hunter
Knight Tornado Hunter
Tornado Hunter Knight
Tornado Hunter Phoenix
Knight Hunter Electro Giant
Hunter

Counters to secondary win conditions

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

Knight Skeletons Electro Giant
Knight Hunter Lightning Phoenix
Skeletons Knight Hunter Lightning
Hunter Lightning Knight Tornado Phoenix
Skeletons Knight Hunter Phoenix
Electro Giant Skeletons Tornado Hunter
Skeletons Knight Hunter Lightning Phoenix
Knight Hunter Phoenix
Lightning Skeletons Knight Tornado Phoenix
Skeletons Phoenix
Knight Hunter Phoenix
Lightning Tornado Electro Giant Phoenix
Lightning Skeletons Knight Hunter
Electro Giant
Electro Giant Phoenix Skeletons Knight Tornado Hunter Lightning
Hunter Electro Giant Phoenix

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.)

Lightning Knight
Tornado
Lightning
Lightning Knight
Electro Giant Tornado Hunter
Tornado
Tornado Hunter Lightning
Tornado Lightning
Lightning Tornado
Lightning Knight Tornado
Lightning Tornado
Lightning Knight Hunter
Lightning
Lightning
Lightning Hunter
Lightning
Lightning Tornado
Lightning
Lightning Hunter
Lightning Tornado Electro Giant
Lightning
Lightning Tornado
Tornado Lightning
Lightning
Tornado Electro Giant Hunter
Tornado Hunter Lightning
Lightning Tornado
Lightning Tornado
Lightning Tornado Hunter Electro Giant
Lightning Electro Giant
Lightning
Lightning Hunter
Lightning
Lightning
Lightning
Lightning Tornado Hunter
Lightning Knight Hunter
Lightning
Lightning Tornado Electro Giant
Electro Giant Tornado Lightning
Tornado Lightning
Lightning Tornado Electro Giant
Lightning

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