My Best Clash Royale Deck

Deck Check Rating

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

4 problems 3 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-air splash!

You don't have a card, that attacks air and has splash 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Goblin Giant

Defensive buildings

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

Cannon Mortar

Investments

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

Knight Cannon Cart Goblin Giant Lava Hound

Offensive cards

Win conditions

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

Mortar Goblin Giant Lava Hound

Damage spells

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

Lightning

Punishments

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

Mortar Cannon Cart Goblin 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 Mortar Cannon Cart Goblin Giant Lava Hound

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
Guards Cannon Cart Lava Hound
Giant Snowball
Cannon Guards Lava Hound
Zap
Cannon Mortar Guards Cannon Cart Goblin Giant Lava Hound
Barbarian Barrel
Knight Cannon Mortar Guards Cannon Cart
The Log
Cannon Guards Cannon Cart
Earthquake
Cannon Mortar Guards
Arrows
Guards Lava Hound
Royal Delivery
Knight Guards Cannon Cart Lava Hound
Fireball
Cannon Mortar Cannon Cart Lava Hound
Poison
Cannon Mortar Guards Lava Hound
Lightning
Knight Cannon Mortar Cannon Cart
Rocket
Mortar Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mortar

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 Guards

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.

Lava Hound

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.

Knight Cannon Guards Mortar Cannon Cart Lightning Goblin Giant Lava Hound

Shortest cycle

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

13 Knight Cannon Guards Mortar

Attack Synergies 2 5

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
Mortar Cannon Cart
Cannon
Mortar
Knight Goblin Giant
Guards
Lava Hound
Cannon Cart
Knight Lightning
Lightning
Lava Hound Cannon Cart Goblin Giant
Goblin Giant
Mortar Lightning
Lava Hound
Lightning Guards

Defense Synergies 1 5

Knight
Cannon Mortar Cannon Cart
Cannon
Knight Guards
Mortar
Knight Guards
Guards
Cannon Mortar Cannon Cart
Cannon Cart
Knight Guards
Lightning
Goblin Giant
Lava Hound

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.

Cannon Cart Lightning Knight Cannon Mortar Goblin Giant
Knight Cannon Mortar Cannon Cart
Cannon Mortar Knight Cannon Cart Lightning
Cannon Knight Mortar Guards Cannon Cart
Lightning
Cannon Guards Cannon Cart
Lightning Cannon Mortar
Lightning Cannon Cannon Cart Goblin Giant
Cannon Mortar
Knight Guards Cannon Cannon Cart
Guards Knight Cannon Cannon Cart Goblin Giant
Cannon Mortar Knight Guards Cannon Cart Lightning
Cannon Mortar Guards Cannon Cart
Knight Cannon Mortar Cannon Cart
Cannon Mortar Lightning
Knight Cannon Mortar Cannon Cart
Cannon Mortar Knight Guards Cannon Cart
Mortar Knight Cannon Guards Cannon Cart
Cannon Mortar Cannon Cart
Knight Cannon Guards Cannon Cart Goblin Giant

Counters to secondary win conditions

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

Knight Guards Cannon Cart
Knight Mortar Cannon Cart Lightning
Guards Knight Cannon Cart Lightning Goblin Giant
Guards Lightning Knight Cannon Cart Goblin Giant
Knight Cannon Guards Cannon Cart Goblin Giant
Goblin Giant
Guards Knight Cannon Cart Lightning Goblin Giant
Knight Cannon Cart Goblin Giant
Lightning Knight Mortar Cannon Cart
Cannon Guards Goblin Giant
Knight Guards Cannon Cart
Lightning Guards Goblin Giant
Cannon Cart Lightning Knight Cannon Guards Goblin Giant
Cannon Cannon Cart
Guards Knight Mortar Cannon Cart Lightning Goblin Giant
Cannon Cannon Cart
Cannon Mortar

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 Mortar Guards
Mortar
Lightning Cannon Cart Goblin Giant
Cannon Cart Lightning Knight Guards
Mortar
Goblin Giant
Mortar
Lightning
Mortar Lightning
Lightning Guards
Lightning Knight Mortar Cannon Cart
Lightning
Lightning Knight Mortar Cannon Cart
Lightning Mortar Cannon Cart
Lightning Mortar Cannon Cart
Lightning Mortar Cannon Cart
Lightning Mortar Cannon Cart
Lightning Mortar
Lightning
Lightning Mortar
Lightning Mortar
Lightning
Lightning
Lightning
Lightning Mortar Cannon Cart
Mortar
Mortar Lightning
Lightning Mortar
Lightning Mortar
Lightning
Lightning Guards
Lightning
Lightning Mortar
Lightning
Lightning
Lightning Guards Cannon Cart
Lightning
Lightning Knight Cannon Cart
Mortar Lightning
Lightning
Cannon Cart
Guards Lightning
Lightning
Lightning Mortar Cannon Cart Goblin Giant
Cannon Cart
Lightning Mortar

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: