My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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!
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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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.

Firecracker Electro Wizard

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 Firecracker Elixir Golem Rune Giant Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem Wall Breakers Rune Giant

Damage spells

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

Tornado

Punishments

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

Elixir Golem Wall Breakers

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 Elixir Golem Wall Breakers Rune 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.

Firecracker 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
Elixir Golem Wall Breakers Clone
Giant Snowball
Wall Breakers Clone
Zap
Firecracker Wall Breakers Clone
Barbarian Barrel
Knight Firecracker Elixir Golem Wall Breakers Clone Electro Wizard
The Log
Firecracker Elixir Golem Wall Breakers Clone
Earthquake
Firecracker Elixir Golem Clone
Arrows
Firecracker Wall Breakers Clone
Royal Delivery
Knight Firecracker Elixir Golem Wall Breakers Clone Electro Wizard
Fireball
Firecracker Elixir Golem Wall Breakers Clone Electro Wizard
Poison
Firecracker Elixir Golem Clone Electro Wizard
Lightning
Knight Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado

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 Elixir Golem Clone Tornado Rune Giant

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.

Wall Breakers Knight Firecracker Elixir Golem Clone Tornado Rune Giant Electro Wizard

Shortest cycle

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

11 Wall Breakers Knight Firecracker Elixir Golem

Attack Synergies 3 8

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
Firecracker Wall Breakers Electro Wizard
Firecracker
Knight Elixir Golem Wall Breakers Tornado Rune Giant
Elixir Golem
Firecracker Tornado
Wall Breakers
Knight Firecracker Electro Wizard
Clone
Electro Wizard
Tornado
Firecracker Elixir Golem
Rune Giant
Firecracker Electro Wizard
Electro Wizard
Knight Wall Breakers Clone Rune Giant

Defense Synergies 2 4

Knight
Firecracker Electro Wizard Tornado
Firecracker
Knight Tornado Electro Wizard
Elixir Golem
Wall Breakers
Clone
Tornado
Knight Firecracker Electro Wizard
Rune Giant
Electro Wizard
Knight Firecracker Tornado

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 Firecracker Electro Wizard
Knight Firecracker Electro Wizard
Tornado Knight Electro Wizard
Knight Firecracker Electro Wizard
Firecracker Tornado
Tornado Firecracker Electro Wizard
Tornado Electro Wizard Firecracker
Electro Wizard
Tornado
Knight Tornado Firecracker Electro Wizard
Electro Wizard Knight Firecracker Tornado
Firecracker Tornado Electro Wizard
Knight Electro Wizard
Firecracker Tornado Electro Wizard
Knight Electro Wizard
Tornado Electro Wizard
Knight Firecracker Tornado Electro Wizard
Knight Firecracker Tornado Electro Wizard
Tornado Knight Firecracker Electro Wizard
Tornado Electro Wizard
Knight Firecracker Electro Wizard

Counters to secondary win conditions

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

Knight Electro Wizard
Electro Wizard Knight Firecracker
Knight Electro Wizard
Knight Tornado Electro Wizard
Knight
Firecracker Tornado Electro Wizard
Knight Electro Wizard
Knight
Electro Wizard Knight Firecracker Tornado
Knight
Tornado Electro Wizard
Knight
Firecracker
Electro Wizard Knight Firecracker Tornado
Firecracker Electro Wizard
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 Firecracker
Firecracker Tornado Electro Wizard
Knight Firecracker
Firecracker
Firecracker Tornado
Firecracker Tornado
Firecracker Tornado
Firecracker Tornado
Tornado Electro Wizard
Firecracker Knight Tornado Electro Wizard
Firecracker Tornado
Knight Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Tornado
Firecracker Electro Wizard
Firecracker Tornado
Tornado
Tornado
Firecracker Tornado
Firecracker Tornado Electro Wizard
Tornado
Firecracker Tornado
Firecracker Tornado Electro Wizard
Electro Wizard Firecracker
Firecracker Electro Wizard
Firecracker
Electro Wizard
Firecracker Tornado Electro Wizard
Knight Firecracker Electro Wizard
Firecracker
Tornado
Firecracker
Firecracker Tornado Electro Wizard
Firecracker Tornado Electro Wizard
Firecracker Tornado Electro Wizard
Firecracker

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: