My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

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.

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 Firecracker Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows

Punishments

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

Hog Rider Mega Knight

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.

Goblins Knight Hog Rider Mega Knight

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 Hog Rider 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
Hog Rider
Giant Snowball
Goblins Cannon Hog Rider
Zap
Goblins Cannon Firecracker
Barbarian Barrel
Goblins Knight Cannon Firecracker Electro Wizard
The Log
Goblins Cannon Firecracker Hog Rider
Earthquake
Cannon Firecracker Hog Rider
Arrows
Goblins Firecracker
Royal Delivery
Goblins Knight Firecracker Hog Rider Electro Wizard
Fireball
Cannon Firecracker Hog Rider Electro Wizard
Poison
Cannon Firecracker Electro Wizard
Lightning
Knight Cannon Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Mega Knight

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.

Arrows Knight Mega Knight

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.

Goblins 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Arrows Knight Cannon Firecracker Hog Rider Electro Wizard Mega Knight

Shortest cycle

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

11 Goblins Arrows Knight Cannon

Attack Synergies 5 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.

Goblins
Hog Rider
Arrows
Hog Rider Knight Mega Knight
Knight
Firecracker Hog Rider Arrows Electro Wizard
Cannon
Firecracker
Knight Hog Rider Mega Knight
Hog Rider
Goblins Arrows Knight Firecracker Electro Wizard Mega Knight
Electro Wizard
Knight Hog Rider Mega Knight
Mega Knight
Arrows Firecracker Hog Rider Electro Wizard

Defense Synergies 4 11

Goblins
Knight Cannon Firecracker Electro Wizard
Arrows
Mega Knight Knight Cannon
Knight
Cannon Firecracker Electro Wizard Goblins Arrows
Cannon
Knight Goblins Arrows Firecracker Electro Wizard
Firecracker
Knight Goblins Cannon Electro Wizard Mega Knight
Hog Rider
Electro Wizard
Knight Goblins Cannon Firecracker Mega Knight
Mega Knight
Arrows Firecracker Electro Wizard

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 Firecracker Electro Wizard
Goblins Knight Cannon Firecracker Electro Wizard Mega Knight
Cannon Mega Knight Goblins Knight Electro Wizard
Cannon Goblins Knight Firecracker Electro Wizard Mega Knight
Arrows Firecracker Mega Knight
Arrows Goblins Cannon Firecracker Electro Wizard Mega Knight
Electro Wizard Arrows Cannon Firecracker
Arrows Cannon Electro Wizard Mega Knight
Cannon Goblins
Knight Goblins Cannon Firecracker Electro Wizard Mega Knight
Goblins Electro Wizard Arrows Knight Cannon Firecracker Mega Knight
Arrows Firecracker Electro Wizard
Cannon Mega Knight Knight Electro Wizard
Mega Knight Goblins Arrows Cannon Firecracker Electro Wizard
Knight Cannon Electro Wizard Mega Knight
Cannon Electro Wizard Mega Knight
Mega Knight Goblins Arrows Knight Cannon Firecracker Electro Wizard
Arrows Cannon Mega Knight Goblins Knight Firecracker Electro Wizard
Arrows Knight Cannon Firecracker Electro Wizard Mega Knight
Cannon Electro Wizard
Mega Knight Goblins Arrows Knight Cannon Firecracker Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Goblins Electro Wizard
Electro Wizard Arrows Knight Firecracker Mega Knight
Mega Knight Goblins Knight Electro Wizard
Mega Knight Knight Electro Wizard
Knight Cannon Mega Knight
Arrows Firecracker Electro Wizard
Goblins Knight Electro Wizard
Mega Knight Knight
Electro Wizard Mega Knight Goblins Knight Firecracker
Cannon
Mega Knight Knight
Mega Knight Arrows Electro Wizard
Mega Knight Knight Cannon
Cannon Firecracker Mega Knight
Electro Wizard Goblins Knight Firecracker
Arrows Mega Knight Cannon Firecracker Electro Wizard
Arrows Cannon 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.)

Arrows Knight Firecracker
Arrows Firecracker Electro Wizard
Arrows
Arrows Knight Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Goblins Electro Wizard
Firecracker Arrows Knight Electro Wizard
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Arrows Firecracker Electro Wizard Mega Knight
Arrows Firecracker Mega Knight
Mega Knight
Arrows
Arrows
Arrows Firecracker Mega Knight
Arrows Firecracker Electro Wizard
Arrows Mega Knight
Arrows Firecracker
Arrows Firecracker Electro Wizard
Electro Wizard Firecracker
Arrows Mega Knight
Arrows Firecracker Electro Wizard
Mega Knight
Arrows Firecracker
Electro Wizard
Arrows Firecracker Electro Wizard
Arrows
Knight Firecracker Electro Wizard Mega Knight
Arrows Firecracker
Arrows
Firecracker Mega Knight
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard Mega Knight
Firecracker Mega Knight

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