My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
RIP

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Minions Hunter 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.

Hunter Electro Giant Electro Wizard

Offensive cards

Win conditions

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

Royal Hogs Goblin Barrel Electro Giant

Damage spells

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

Earthquake

Punishments

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

Royal Hogs Goblin Barrel Electro Giant

Pump responses

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

Earthquake Goblin Barrel

Dropped at the bridge

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

Royal Hogs 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.

Royal Hogs Goblin Barrel 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
Minions Royal Hogs Goblin Barrel Guards
Giant Snowball
Minions Royal Hogs Goblin Barrel Guards
Zap
Minions Royal Hogs Goblin Barrel Guards
Barbarian Barrel
Royal Hogs Goblin Barrel Guards Hunter Electro Wizard
The Log
Royal Hogs Goblin Barrel Guards Hunter
Earthquake
Royal Hogs Goblin Barrel Guards
Arrows
Minions Royal Hogs Goblin Barrel Guards
Royal Delivery
Minions Royal Hogs Goblin Barrel Guards Hunter Electro Wizard
Fireball
Minions Royal Hogs Goblin Barrel Hunter Electro Wizard
Poison
Minions Royal Hogs Guards Hunter Electro Wizard
Lightning
Hunter Electro Wizard
Rocket
Royal Hogs Hunter

Against air swarms

Spells and units that can counter air swarms.

Hunter Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake 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.

Guards Electro Giant

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

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.

Minions Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Minions Earthquake Goblin Barrel Guards Hunter Electro Wizard Royal Hogs Electro Giant

Shortest cycle

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

12 Minions Earthquake Goblin Barrel Guards

Attack Synergies 1 7

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.

Minions
Royal Hogs
Earthquake
Royal Hogs Hunter Electro Giant
Royal Hogs
Earthquake Minions Goblin Barrel Guards Electro Wizard
Goblin Barrel
Royal Hogs Guards
Guards
Royal Hogs Goblin Barrel
Hunter
Earthquake
Electro Giant
Earthquake
Electro Wizard
Royal Hogs

Defense Synergies 1 4

Minions
Hunter Electro Wizard
Earthquake
Royal Hogs
Goblin Barrel
Guards
Hunter Electro Wizard
Hunter
Guards Minions Electro Wizard
Electro Giant
Electro Wizard
Minions Guards Hunter

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.

Earthquake Minions Electro Wizard
Hunter Minions Electro Wizard
Hunter Minions Electro Wizard
Hunter Minions Guards Electro Wizard
Earthquake
Minions Earthquake Guards Hunter Electro Wizard
Minions Hunter Electro Wizard
Earthquake Electro Giant Electro Wizard
Hunter Minions
Guards Hunter Electro Wizard
Minions Guards Electro Wizard Earthquake Hunter Electro Giant
Minions Hunter Electro Wizard
Hunter Minions Earthquake Guards Electro Wizard
Minions Earthquake Guards Hunter Electro Wizard
Hunter Electro Wizard
Hunter Electro Giant Electro Wizard
Minions Hunter Electro Wizard
Minions Guards Hunter Electro Wizard
Earthquake Hunter Minions Guards Electro Wizard
Hunter Electro Wizard
Minions Earthquake Guards Hunter Electro Giant Electro Wizard

Counters to secondary win conditions

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

Guards Electro Giant Electro Wizard
Electro Wizard Hunter
Guards Minions Hunter Electro Wizard
Guards Hunter Electro Wizard
Guards Hunter
Electro Giant Minions Hunter Electro Wizard
Guards Minions Hunter Electro Wizard
Hunter
Electro Wizard Minions
Guards
Minions Guards Hunter
Guards Electro Giant Electro Wizard
Guards Hunter
Electro Giant
Guards Electro Giant Electro Wizard Minions Hunter
Minions Earthquake Hunter Electro Giant 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.)

Earthquake Guards
Electro Wizard
Earthquake
Earthquake Guards
Earthquake
Electro Giant Minions Hunter
Earthquake
Earthquake Hunter
Minions Guards Electro Wizard
Earthquake Electro Wizard
Earthquake Hunter
Earthquake Minions
Earthquake
Earthquake Hunter
Earthquake
Earthquake
Minions
Earthquake Hunter Electro Wizard
Earthquake Electro Giant
Minions Earthquake
Earthquake
Earthquake Electro Giant Hunter
Earthquake Hunter Electro Wizard
Hunter Electro Giant Electro Wizard
Electro Wizard Minions Guards Electro Giant
Earthquake Hunter
Electro Wizard
Earthquake
Earthquake Electro Wizard Minions Guards
Hunter Electro Wizard
Hunter Electro Wizard
Earthquake
Electro Giant
Electro Giant Minions Guards Electro Wizard
Electro Wizard
Electro Giant Electro Wizard

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