My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Little Prince

Defensive buildings

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

Bomb Tower

Investments

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

Skeletons Ice Spirit Knight Little Prince

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.

Fireball The Log

Punishments

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

Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ice Spirit Knight Hog Rider

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.

Hog Rider

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
Skeletons Hog Rider
Giant Snowball
Skeletons Hog Rider Little Prince
Zap
Skeletons Little Prince
Barbarian Barrel
Skeletons Ice Spirit Knight Bomb Tower Little Prince
The Log
Skeletons Ice Spirit Hog Rider Little Prince
Earthquake
Skeletons Bomb Tower Hog Rider
Arrows
Skeletons Ice Spirit Little Prince
Royal Delivery
Skeletons Ice Spirit Knight Hog Rider Little Prince
Fireball
Bomb Tower Hog Rider Little Prince
Poison
Bomb Tower Little Prince
Lightning
Knight Bomb Tower Little Prince
Rocket
Bomb Tower Hog Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball Bomb Tower The Log

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.

Ice Spirit Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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 Spirit Fireball

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit The Log Knight Little Prince Fireball Bomb Tower Hog Rider

Shortest cycle

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

7 Skeletons Ice Spirit The Log Knight

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.

Skeletons
Ice Spirit
Knight Hog Rider
Knight
Ice Spirit Hog Rider Fireball The Log Little Prince
Fireball
Hog Rider Knight The Log Little Prince
Bomb Tower
Hog Rider
Ice Spirit Knight Fireball The Log Little Prince
The Log
Hog Rider Knight Fireball Little Prince
Little Prince
Knight Fireball Hog Rider The Log

Defense Synergies 4 15

Skeletons
Ice Spirit Knight Bomb Tower The Log Little Prince
Ice Spirit
Skeletons Knight Fireball Bomb Tower The Log Little Prince
Knight
Bomb Tower Little Prince Skeletons Ice Spirit Fireball The Log
Fireball
The Log Ice Spirit Knight Bomb Tower Little Prince
Bomb Tower
Knight The Log Skeletons Ice Spirit Fireball
Hog Rider
The Log
Fireball Bomb Tower Skeletons Ice Spirit Knight Little Prince
Little Prince
Knight Skeletons Ice Spirit Fireball The Log

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 Fireball The Log
Bomb Tower Skeletons Ice Spirit Knight The Log
Bomb Tower Skeletons Knight
Bomb Tower Skeletons Knight
Fireball Bomb Tower The Log
Fireball The Log Skeletons Bomb Tower
Ice Spirit Fireball Bomb Tower Little Prince
Fireball Bomb Tower The Log
Skeletons Bomb Tower
Knight Skeletons Ice Spirit Little Prince
Skeletons Knight Fireball Bomb Tower The Log
Fireball
Bomb Tower Skeletons Ice Spirit Knight Fireball The Log
Fireball Bomb Tower Ice Spirit The Log
Knight Bomb Tower
Bomb Tower Ice Spirit Fireball The Log
Bomb Tower Skeletons Knight Fireball
Ice Spirit Fireball Bomb Tower Knight The Log Little Prince
Bomb Tower The Log Ice Spirit Knight Fireball Little Prince
Bomb Tower
Knight Fireball Bomb Tower The Log Little Prince

Counters to secondary win conditions

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

Knight Skeletons Fireball
Fireball Knight Bomb Tower The Log
Skeletons Ice Spirit Knight Bomb Tower The Log
Knight Fireball The Log
Skeletons Knight
Fireball Skeletons Ice Spirit Bomb Tower
Skeletons Knight Fireball Bomb Tower
Knight Bomb Tower
Skeletons Ice Spirit Knight Fireball Bomb Tower The Log
Skeletons
Knight Bomb Tower
Fireball The Log
Skeletons Knight Fireball Bomb Tower
Fireball Bomb Tower
Skeletons Ice Spirit Knight Fireball Bomb Tower The Log Little Prince
Fireball Bomb Tower The Log

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.)

Fireball Knight The Log
Fireball The Log
Fireball The Log
Knight Fireball The Log
Fireball The Log
Fireball Ice Spirit
The Log
Fireball The Log Ice Spirit
Fireball The Log
Fireball
Knight Fireball The Log
Fireball
Knight Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Fireball The Log
Fireball The Log Little Prince
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Ice Spirit Fireball Little Prince
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Little Prince
Ice Spirit Fireball
Fireball
Fireball The Log
Ice Spirit Fireball
Fireball The Log
Ice Spirit Fireball
Fireball
The Log Fireball
Fireball Knight
The Log Fireball
Fireball
Ice Spirit Fireball The Log
Fireball
Fireball The Log Little Prince

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