My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of 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.

Electro Dragon Ice Wizard Inferno Dragon

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.

Knight Electro Dragon Golem Ice Wizard Inferno Dragon Skeleton King

Offensive cards

Win conditions

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

Golem

Damage spells

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

Tornado Lightning

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 Golem Skeleton King

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 Golem

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
Inferno Dragon Skeleton King
Giant Snowball
Electro Dragon Inferno Dragon Skeleton King
Zap
Inferno Dragon Skeleton King
Barbarian Barrel
Knight Ice Wizard Skeleton King
The Log
Skeleton King
Earthquake
Skeleton King
Arrows
Skeleton King
Royal Delivery
Knight Electro Dragon Ice Wizard Inferno Dragon Skeleton King
Fireball
Electro Dragon Ice Wizard Inferno Dragon Skeleton King
Poison
Electro Dragon Ice Wizard Skeleton King
Lightning
Knight Electro Dragon Ice Wizard Inferno Dragon Skeleton King
Rocket
Electro Dragon Inferno Dragon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Electro Dragon Ice Wizard Skeleton King

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.

Knight Tornado Golem Ice Wizard Inferno Dragon

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.

Ice 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.

Knight Tornado Ice Wizard Inferno Dragon Skeleton King Electro Dragon Lightning Golem

Shortest cycle

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

13 Knight Tornado Ice Wizard Inferno Dragon

Attack Synergies 2 9

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 Ice Wizard
Tornado
Electro Dragon Golem Ice Wizard
Electro Dragon
Golem Knight Tornado Ice Wizard Inferno Dragon
Lightning
Golem
Golem
Electro Dragon Lightning Tornado Ice Wizard Skeleton King
Ice Wizard
Knight Tornado Electro Dragon Golem
Inferno Dragon
Electro Dragon
Skeleton King
Golem

Defense Synergies 3 9

Knight
Electro Dragon Ice Wizard Tornado
Tornado
Ice Wizard Knight Electro Dragon Inferno Dragon Skeleton King
Electro Dragon
Knight Tornado Ice Wizard Inferno Dragon
Lightning
Golem
Ice Wizard
Knight Tornado Electro Dragon Inferno Dragon Skeleton King
Inferno Dragon
Tornado Electro Dragon Ice Wizard Skeleton King
Skeleton King
Tornado Ice Wizard Inferno Dragon

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.

Lightning Knight Electro Dragon
Inferno Dragon Knight Electro Dragon Ice Wizard
Tornado Knight Electro Dragon Lightning Ice Wizard Inferno Dragon
Inferno Dragon Knight Electro Dragon Ice Wizard Skeleton King
Lightning Tornado
Tornado Electro Dragon Ice Wizard
Tornado Lightning Inferno Dragon Electro Dragon Ice Wizard
Lightning Electro Dragon
Inferno Dragon Tornado Ice Wizard Skeleton King
Knight Tornado Ice Wizard
Ice Wizard Knight Tornado Electro Dragon Skeleton King
Inferno Dragon Tornado Electro Dragon Ice Wizard
Knight Electro Dragon Lightning Ice Wizard
Tornado Electro Dragon Skeleton King
Inferno Dragon Knight Skeleton King
Tornado Lightning Inferno Dragon
Knight Tornado Electro Dragon
Knight Tornado Electro Dragon Ice Wizard
Tornado Knight Electro Dragon Ice Wizard Inferno Dragon
Tornado Inferno Dragon
Knight Electro Dragon
Inferno Dragon

Counters to secondary win conditions

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

Knight
Knight Electro Dragon Lightning Inferno Dragon
Knight Electro Dragon Lightning
Lightning Knight Tornado
Knight Inferno Dragon
Tornado Electro Dragon Ice Wizard
Knight Lightning Ice Wizard
Knight Inferno Dragon
Electro Dragon Lightning Knight Tornado Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Electro Dragon
Lightning Tornado
Lightning Knight Skeleton King
Electro Dragon
Electro Dragon Knight Tornado Lightning Inferno Dragon Skeleton King
Electro Dragon Ice Wizard Inferno Dragon Skeleton King
Ice 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.)

Lightning Knight Electro Dragon
Tornado Electro Dragon Ice Wizard
Lightning Electro Dragon
Lightning Knight
Tornado Electro Dragon Ice Wizard
Tornado
Tornado Electro Dragon Lightning Ice Wizard
Tornado Electro Dragon Lightning
Lightning Tornado Electro Dragon
Lightning Knight Tornado Electro Dragon
Lightning Tornado Electro Dragon
Lightning Knight
Lightning Electro Dragon
Lightning
Lightning Electro Dragon
Lightning Electro Dragon
Lightning Tornado
Lightning
Lightning Electro Dragon
Lightning Tornado Electro Dragon
Lightning
Lightning Tornado
Tornado Lightning
Lightning Electro Dragon
Tornado Electro Dragon Ice Wizard
Inferno Dragon
Tornado Electro Dragon Lightning Ice Wizard
Lightning Tornado Electro Dragon
Lightning Tornado
Lightning Tornado Electro Dragon Ice Wizard
Electro Dragon Lightning
Lightning
Lightning Electro Dragon
Lightning Electro Dragon
Lightning
Lightning Electro Dragon
Lightning Tornado Electro Dragon Ice Wizard
Lightning Knight Electro Dragon
Electro Dragon Lightning Skeleton King
Lightning Tornado
Electro Dragon
Electro Dragon Tornado Lightning Skeleton King
Tornado Electro Dragon Lightning
Electro Dragon Lightning Tornado
Inferno Dragon
Lightning Electro Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: