My Best Clash Royale Deck

Deck Check Rating

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

1 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-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!

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.

Goblin Cage

Investments

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

Firecracker Goblin Cage Giant Skeleton Electro Wizard

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.

Earthquake 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.

Earthquake

Dropped at the bridge

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

Heal Spirit Hog Rider Giant Skeleton

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 Giant Skeleton 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 Skeleton
Giant Snowball
Hog Rider
Zap
Firecracker
Barbarian Barrel
Firecracker Heal Spirit Goblin Cage Giant Skeleton Electro Wizard
The Log
Firecracker Heal Spirit Goblin Cage Hog Rider Giant Skeleton
Earthquake
Firecracker Goblin Cage Hog Rider
Arrows
Firecracker Heal Spirit
Royal Delivery
Firecracker Heal Spirit Goblin Cage Hog Rider Giant Skeleton Electro Wizard
Fireball
Firecracker Goblin Cage Hog Rider Electro Wizard
Poison
Firecracker Goblin Cage Electro Wizard
Lightning
Goblin Cage Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Earthquake 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.

Heal Spirit Giant Skeleton

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.

Heal Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit The Log Firecracker Earthquake Goblin Cage Hog Rider Electro Wizard Giant Skeleton

Shortest cycle

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

9 Heal Spirit The Log Firecracker Earthquake

Attack Synergies 3 15

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.

Firecracker
Hog Rider Earthquake Goblin Cage Giant Skeleton
Heal Spirit
Goblin Cage Hog Rider Giant Skeleton
Earthquake
Hog Rider Firecracker Giant Skeleton The Log
Goblin Cage
Firecracker Heal Spirit Hog Rider Giant Skeleton The Log
Hog Rider
Firecracker Earthquake The Log Heal Spirit Goblin Cage Giant Skeleton Electro Wizard
Giant Skeleton
Firecracker Heal Spirit Earthquake Goblin Cage Hog Rider The Log Electro Wizard
The Log
Hog Rider Earthquake Goblin Cage Giant Skeleton
Electro Wizard
Hog Rider Giant Skeleton

Defense Synergies 1 11

Firecracker
The Log Earthquake Goblin Cage Giant Skeleton Electro Wizard
Heal Spirit
Earthquake
Firecracker Goblin Cage The Log
Goblin Cage
Firecracker Earthquake The Log Electro Wizard
Hog Rider
Giant Skeleton
Firecracker The Log Electro Wizard
The Log
Firecracker Earthquake Goblin Cage Giant Skeleton Electro Wizard
Electro Wizard
Firecracker Goblin Cage Giant Skeleton 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.

Earthquake Firecracker Goblin Cage The Log Electro Wizard
Firecracker Goblin Cage The Log Electro Wizard
Goblin Cage Giant Skeleton Electro Wizard
Goblin Cage Firecracker Electro Wizard
Firecracker Earthquake Goblin Cage Giant Skeleton The Log
The Log Firecracker Earthquake Electro Wizard
Electro Wizard Firecracker Goblin Cage
Earthquake Goblin Cage Giant Skeleton The Log Electro Wizard
Goblin Cage
Firecracker Giant Skeleton Electro Wizard
Electro Wizard Firecracker Earthquake Giant Skeleton The Log
Firecracker Electro Wizard
Goblin Cage Earthquake Giant Skeleton The Log Electro Wizard
Firecracker Earthquake Goblin Cage The Log Electro Wizard
Goblin Cage Electro Wizard
Goblin Cage The Log Electro Wizard
Firecracker Goblin Cage Electro Wizard
Goblin Cage Firecracker The Log Electro Wizard
Earthquake Goblin Cage The Log Firecracker Giant Skeleton Electro Wizard
Goblin Cage Electro Wizard
Firecracker Earthquake Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Cage Giant Skeleton Electro Wizard
Electro Wizard Firecracker The Log
Giant Skeleton Goblin Cage The Log Electro Wizard
Giant Skeleton Goblin Cage The Log Electro Wizard
Giant Skeleton Goblin Cage
Firecracker Electro Wizard
Goblin Cage Giant Skeleton Electro Wizard
Giant Skeleton Goblin Cage
Goblin Cage Giant Skeleton Electro Wizard Firecracker The Log
Goblin Cage
Goblin Cage Giant Skeleton
Goblin Cage Giant Skeleton The Log Electro Wizard
Giant Skeleton Goblin Cage
Firecracker Goblin Cage
Electro Wizard Firecracker Goblin Cage Giant Skeleton The Log
Firecracker Earthquake Goblin Cage Giant Skeleton The Log Electro Wizard
Goblin Cage

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.)

Earthquake Firecracker Giant Skeleton The Log
Firecracker The Log Electro Wizard
Earthquake Giant Skeleton The Log
Earthquake Firecracker Giant Skeleton The Log
Firecracker Earthquake The Log
Firecracker
Firecracker Earthquake The Log
Earthquake The Log Firecracker
The Log Firecracker
Electro Wizard
Firecracker Earthquake The Log Electro Wizard
Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake
Firecracker Earthquake The Log Electro Wizard
Firecracker Earthquake The Log
Earthquake Giant Skeleton The Log
The Log
Earthquake The Log
Firecracker Earthquake The Log
Firecracker The Log Earthquake Electro Wizard
The Log
Firecracker The Log
Firecracker Electro Wizard
Electro Wizard Firecracker
Earthquake The Log
Firecracker Electro Wizard
Giant Skeleton
Firecracker Earthquake The Log
Earthquake Electro Wizard
Firecracker Electro Wizard
The Log
Firecracker Electro Wizard
The Log Firecracker Earthquake
Giant Skeleton
Firecracker
Firecracker Giant Skeleton The Log Electro Wizard
Firecracker Electro Wizard
Firecracker Giant Skeleton The Log Electro Wizard

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