My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Mother Witch

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.

Skeletons Knight Mother Witch

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Fireball Rocket The Log

Punishments

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

Royal Hogs

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Electro Spirit Knight Royal Hogs

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 Spirit Royal Hogs

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 Royal Hogs
Giant Snowball
Skeletons Royal Hogs
Zap
Skeletons Royal Hogs
Barbarian Barrel
Skeletons Electro Spirit Knight Royal Hogs
The Log
Skeletons Electro Spirit Royal Hogs
Earthquake
Skeletons Royal Hogs
Arrows
Skeletons Electro Spirit Royal Hogs
Royal Delivery
Skeletons Electro Spirit Knight Royal Hogs Mother Witch
Fireball
Royal Hogs Mother Witch
Poison
Royal Hogs Mother Witch
Lightning
Knight Mother Witch
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Rocket The Log

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.

Electro Spirit Knight Rocket Mother Witch

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.

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 Electro Spirit The Log Knight Fireball Mother Witch Royal Hogs Rocket

Shortest cycle

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

7 Skeletons Electro Spirit The Log Knight

Attack Synergies 1 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.

Skeletons
Electro Spirit
Fireball Mother Witch
Knight
Fireball Royal Hogs The Log Mother Witch
Fireball
Electro Spirit Knight Royal Hogs The Log
Royal Hogs
Mother Witch Knight Fireball The Log
Rocket
The Log
Knight Fireball Royal Hogs
Mother Witch
Royal Hogs Electro Spirit Knight

Defense Synergies 1 9

Skeletons
Electro Spirit Knight The Log
Electro Spirit
Skeletons The Log
Knight
Skeletons Fireball The Log Mother Witch
Fireball
The Log Knight
Royal Hogs
Rocket
The Log
The Log
Fireball Skeletons Electro Spirit Knight Rocket Mother Witch
Mother Witch
Knight 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.

Rocket Knight Fireball The Log
Skeletons Knight The Log
Rocket Skeletons Knight
Skeletons Knight
Fireball Rocket The Log
Fireball The Log Skeletons Electro Spirit Mother Witch
Rocket Electro Spirit Fireball
Rocket Electro Spirit Fireball The Log
Skeletons
Knight Skeletons
Mother Witch Skeletons Electro Spirit Knight Fireball The Log
Fireball
Skeletons Knight Fireball Rocket The Log
Fireball Rocket Electro Spirit The Log
Knight
Rocket Fireball The Log
Skeletons Knight Fireball
Fireball Electro Spirit Knight The Log
The Log Electro Spirit Knight Fireball Mother Witch
Electro Spirit Knight Fireball The Log Mother Witch

Counters to secondary win conditions

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

Knight Skeletons Fireball
Fireball Knight Rocket The Log
Skeletons Knight Rocket The Log
Rocket Knight Fireball The Log
Skeletons Knight
Fireball Rocket Mother Witch Skeletons Electro Spirit
Rocket Skeletons Knight Fireball
Knight
Rocket Skeletons Electro Spirit Knight Fireball The Log
Skeletons
Knight
Rocket Fireball The Log
Rocket Skeletons Knight Fireball
Fireball
Skeletons Electro Spirit Knight Fireball Rocket The Log
Electro Spirit Fireball The Log Mother Witch

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 Rocket The Log
Fireball The Log
Rocket Fireball The Log
Knight Fireball Rocket The Log
Fireball Rocket The Log
Fireball Mother Witch Electro Spirit Rocket
The Log
Fireball The Log
Fireball The Log
Rocket Fireball
Rocket Knight Fireball The Log
Fireball Rocket
Rocket Knight Fireball The Log
Fireball Rocket
Fireball The Log
Rocket Fireball The Log
Fireball Rocket The Log
Fireball Rocket
Rocket
Rocket Fireball The Log
Rocket Fireball The Log Mother Witch
Rocket Fireball The Log
Rocket Fireball
Rocket The Log
Rocket Fireball The Log
The Log Mother Witch Electro Spirit Fireball
Fireball The Log
Fireball The Log
Fireball Rocket The Log
Fireball Mother Witch
Rocket Electro Spirit Fireball
Fireball
Fireball Rocket The Log
Rocket Electro Spirit Fireball
Rocket Fireball The Log
Electro Spirit Fireball Rocket
Fireball Rocket
The Log Fireball
Fireball Knight Rocket
The Log Fireball
Rocket Fireball
Electro Spirit Fireball Rocket The Log
Fireball Rocket
Fireball Rocket The Log

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