My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Mediocre
Versatility
Mediocre
F2P score
Good

2 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

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

Knight Elixir Golem Electro Dragon

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Tornado

Punishments

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

Elixir Golem

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 Heal Spirit Elixir Golem Battle Healer

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.

Electro Dragon

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
Giant Snowball
Cannon Electro Dragon
Zap
Cannon
Barbarian Barrel
Knight Cannon Heal Spirit Elixir Golem
The Log
Cannon Heal Spirit Elixir Golem
Earthquake
Cannon Elixir Golem
Arrows
Heal Spirit
Royal Delivery
Knight Heal Spirit Elixir Golem Battle Healer Electro Dragon
Fireball
Cannon Elixir Golem Battle Healer Electro Dragon
Poison
Cannon Elixir Golem Battle Healer Electro Dragon
Lightning
Knight Cannon Battle Healer Electro Dragon
Rocket
Battle Healer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Electro Dragon

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Arrows Knight Heal Spirit Elixir Golem Battle Healer Tornado

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.

Heal Spirit

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Arrows Knight Cannon Elixir Golem Tornado Battle Healer Electro Dragon

Shortest cycle

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

10 Heal Spirit Arrows Knight Cannon

Attack Synergies 4 10

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.

Arrows
Knight Elixir Golem Battle Healer
Knight
Arrows Heal Spirit Electro Dragon
Cannon
Heal Spirit
Elixir Golem Battle Healer Knight Electro Dragon
Elixir Golem
Heal Spirit Battle Healer Arrows Tornado Electro Dragon
Battle Healer
Heal Spirit Elixir Golem Electro Dragon Arrows Tornado
Tornado
Elixir Golem Battle Healer Electro Dragon
Electro Dragon
Battle Healer Knight Heal Spirit Elixir Golem Tornado

Defense Synergies 3 9

Arrows
Knight Cannon Battle Healer Tornado
Knight
Cannon Electro Dragon Arrows Tornado
Cannon
Knight Arrows Battle Healer Electro Dragon
Heal Spirit
Elixir Golem
Battle Healer
Electro Dragon Arrows Cannon Tornado
Tornado
Arrows Knight Battle Healer Electro Dragon
Electro Dragon
Knight Battle Healer Cannon 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 Cannon Electro Dragon
Knight Cannon Battle Healer Electro Dragon
Cannon Tornado Knight Electro Dragon
Cannon Knight Electro Dragon
Arrows Battle Healer Tornado
Arrows Tornado Cannon Electro Dragon
Tornado Arrows Cannon Electro Dragon
Arrows Cannon Battle Healer Electro Dragon
Cannon Tornado
Knight Tornado Cannon Battle Healer
Arrows Knight Cannon Tornado Electro Dragon
Arrows Tornado Electro Dragon
Cannon Knight Battle Healer Electro Dragon
Arrows Cannon Tornado Electro Dragon
Knight Cannon
Tornado Cannon
Arrows Knight Cannon Tornado Electro Dragon
Arrows Cannon Knight Battle Healer Tornado Electro Dragon
Arrows Tornado Knight Cannon Battle Healer Electro Dragon
Cannon Tornado
Arrows Knight Cannon Battle Healer Electro Dragon

Counters to secondary win conditions

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

Knight Battle Healer
Arrows Knight Battle Healer Electro Dragon
Knight Battle Healer Electro Dragon
Knight Battle Healer Tornado
Knight Cannon Battle Healer
Arrows Tornado Electro Dragon
Knight Battle Healer
Knight Battle Healer
Electro Dragon Knight Tornado
Cannon
Knight Electro Dragon
Arrows Tornado
Knight Cannon
Cannon Electro Dragon
Electro Dragon Knight Battle Healer Tornado
Arrows Cannon Battle Healer Electro Dragon
Arrows Cannon

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.)

Arrows Knight Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows Knight
Arrows
Arrows Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Tornado Electro Dragon
Arrows Knight Tornado Electro Dragon
Arrows Tornado Electro Dragon
Knight
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Tornado
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon
Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Electro Dragon
Arrows Tornado Electro Dragon
Arrows
Knight Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Electro Dragon
Electro Dragon Tornado
Tornado Electro Dragon
Electro Dragon Tornado
Electro Dragon

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