My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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 Electro Dragon Bowler Electro Giant Monk

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Tornado Lightning

Punishments

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

Electro 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 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.

Electro Dragon Monk

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
Giant Snowball
Cannon Electro Dragon
Zap
Cannon
Barbarian Barrel
Knight Cannon
The Log
Cannon
Earthquake
Cannon
Arrows
Royal Delivery
Knight Electro Dragon Bowler
Fireball
Cannon Electro Dragon Bowler
Poison
Cannon Electro Dragon
Lightning
Knight Cannon Electro Dragon Bowler Monk
Rocket
Electro Dragon Bowler

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Electro Dragon Bowler 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.

Knight Tornado Bowler Electro Giant

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.

Knight Cannon Tornado Electro Dragon Bowler Monk Lightning Electro Giant

Shortest cycle

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

14 Knight Cannon Tornado Electro Dragon

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
Electro Dragon
Cannon
Tornado
Electro Giant Electro Dragon Bowler
Electro Dragon
Knight Tornado Bowler
Bowler
Tornado Electro Dragon Lightning
Lightning
Electro Giant Bowler
Electro Giant
Tornado Lightning
Monk

Defense Synergies 3 8

Knight
Cannon Electro Dragon Tornado Bowler
Cannon
Knight Electro Dragon Bowler Electro Giant
Tornado
Bowler Knight Electro Dragon Electro Giant
Electro Dragon
Knight Cannon Tornado Bowler
Bowler
Tornado Knight Cannon Electro Dragon
Lightning
Electro Giant
Cannon Tornado
Monk

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.

Bowler Lightning Knight Cannon Electro Dragon
Knight Cannon Electro Dragon Monk
Cannon Tornado Bowler Knight Electro Dragon Lightning
Cannon Knight Electro Dragon Bowler Monk
Lightning Tornado Bowler Monk
Tornado Bowler Cannon Electro Dragon
Tornado Lightning Cannon Electro Dragon
Bowler Lightning Cannon Electro Dragon Electro Giant Monk
Cannon Tornado
Knight Tornado Cannon Bowler
Knight Cannon Tornado Electro Dragon Bowler Electro Giant
Tornado Electro Dragon
Cannon Bowler Knight Electro Dragon Lightning
Bowler Cannon Tornado Electro Dragon
Knight Cannon
Tornado Monk Cannon Bowler Lightning Electro Giant
Knight Cannon Tornado Electro Dragon Bowler
Cannon Knight Tornado Electro Dragon Bowler
Tornado Knight Cannon Electro Dragon Bowler
Cannon Tornado
Bowler Knight Cannon Electro Dragon Electro Giant

Counters to secondary win conditions

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

Knight Bowler Electro Giant
Knight Electro Dragon Bowler Lightning Monk
Knight Electro Dragon Bowler Lightning
Bowler Lightning Knight Tornado Monk
Knight Cannon Bowler
Electro Giant Tornado Electro Dragon Monk
Knight Bowler Lightning
Knight
Electro Dragon Lightning Knight Tornado Monk
Cannon
Knight Electro Dragon Bowler
Lightning Monk Tornado Bowler Electro Giant
Bowler Lightning Knight Cannon
Cannon Electro Dragon Bowler Electro Giant
Electro Dragon Electro Giant Knight Tornado Bowler Lightning Monk
Bowler Cannon Electro Dragon Electro Giant
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.)

Lightning Knight Electro Dragon Monk
Monk Tornado Electro Dragon Bowler
Lightning Electro Dragon
Lightning Knight
Bowler
Electro Giant Tornado Electro Dragon Monk
Tornado Bowler
Tornado Electro Dragon Bowler Lightning
Monk Tornado Electro Dragon Lightning
Lightning Tornado Electro Dragon Bowler
Lightning Monk Knight Tornado Electro Dragon Bowler
Lightning Monk Tornado Electro Dragon
Lightning Knight Bowler
Lightning Electro Dragon Monk
Lightning
Lightning Electro Dragon Bowler
Lightning Electro Dragon Bowler
Lightning Monk Tornado
Lightning
Lightning Electro Dragon Bowler Monk
Lightning Tornado Electro Dragon Bowler Electro Giant Monk
Lightning Bowler Monk
Lightning Tornado
Tornado Bowler Lightning Monk
Lightning Electro Dragon Monk
Tornado Electro Giant Electro Dragon Bowler
Tornado Electro Dragon Bowler Lightning Monk
Lightning Tornado Electro Dragon Bowler Monk
Lightning Tornado
Lightning Tornado Electro Dragon Electro Giant
Electro Dragon Lightning Electro Giant
Lightning Bowler
Lightning Electro Dragon
Lightning Electro Dragon Monk
Bowler Lightning Monk
Lightning Electro Dragon
Lightning Tornado Electro Dragon Monk
Lightning Knight Electro Dragon Bowler
Electro Dragon Bowler Lightning
Lightning Monk Tornado Electro Giant
Electro Dragon
Electro Dragon Electro Giant Tornado Bowler Lightning
Tornado Electro Dragon Lightning
Electro Dragon Lightning Tornado Bowler Electro Giant Monk
Lightning Electro Dragon Bowler Monk

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