My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Firecracker

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 Knight Firecracker

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 Void 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 Void

Dropped at the bridge

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

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.

Firecracker 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
Zap
Skeletons Firecracker
Barbarian Barrel
Skeletons Knight Firecracker Bomb Tower
The Log
Skeletons Firecracker Hog Rider
Earthquake
Skeletons Firecracker Bomb Tower Hog Rider
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Knight Firecracker Hog Rider
Fireball
Firecracker Bomb Tower Hog Rider
Poison
Firecracker Bomb Tower
Lightning
Knight Bomb Tower
Rocket
Bomb Tower 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 Bomb Tower 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.

Knight

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Knight Firecracker Earthquake Void Bomb Tower Hog Rider

Shortest cycle

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

9 Skeletons The Log Knight Firecracker

Attack Synergies 5 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.

Skeletons
Knight
Firecracker Hog Rider Earthquake The Log
Firecracker
Knight Hog Rider Earthquake
Earthquake
Hog Rider Knight Firecracker The Log
Bomb Tower
Hog Rider
Knight Firecracker Earthquake The Log Void
Void
Hog Rider
The Log
Hog Rider Knight Earthquake

Defense Synergies 4 11

Skeletons
Knight Firecracker Earthquake Bomb Tower The Log
Knight
Firecracker Bomb Tower Skeletons Earthquake The Log
Firecracker
Knight The Log Skeletons Earthquake Bomb Tower
Earthquake
Skeletons Knight Firecracker Bomb Tower The Log
Bomb Tower
Knight The Log Skeletons Firecracker Earthquake
Hog Rider
Void
The Log
Firecracker Bomb Tower Skeletons Knight Earthquake

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 Knight Firecracker Void The Log
Bomb Tower Skeletons Knight Firecracker The Log
Bomb Tower Skeletons Knight Void
Bomb Tower Skeletons Knight Firecracker
Firecracker Earthquake Bomb Tower The Log
The Log Skeletons Firecracker Earthquake Bomb Tower
Firecracker Bomb Tower Void
Earthquake Bomb Tower Void The Log
Skeletons Bomb Tower
Knight Skeletons Firecracker
Skeletons Knight Firecracker Earthquake Bomb Tower The Log
Firecracker
Bomb Tower Skeletons Knight Earthquake The Log
Bomb Tower Firecracker Earthquake The Log
Knight Bomb Tower
Bomb Tower The Log
Bomb Tower Skeletons Knight Firecracker
Bomb Tower Knight Firecracker The Log
Earthquake Bomb Tower The Log Knight Firecracker
Bomb Tower
Knight Firecracker Earthquake Bomb Tower The Log

Counters to secondary win conditions

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

Knight Skeletons Void
Void Knight Firecracker Bomb Tower The Log
Skeletons Knight Bomb Tower The Log
Knight The Log
Skeletons Knight
Firecracker Skeletons Bomb Tower
Skeletons Knight Bomb Tower Void
Knight Bomb Tower
Void Skeletons Knight Firecracker Bomb Tower The Log
Skeletons
Knight Bomb Tower
Void The Log
Skeletons Knight Bomb Tower
Firecracker Bomb Tower
Skeletons Knight Firecracker Bomb Tower The Log
Firecracker Earthquake 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.)

Earthquake Void Knight Firecracker The Log
Firecracker Void The Log
Earthquake Void The Log
Earthquake Knight Firecracker Void The Log
Firecracker Earthquake The Log
Firecracker
Firecracker Earthquake The Log
Earthquake The Log Firecracker
Void The Log Firecracker
Void
Firecracker Void Knight Earthquake The Log
Void Firecracker
Earthquake Knight Firecracker Void The Log
Earthquake Firecracker Void
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake
Void Firecracker Earthquake The Log
Firecracker Earthquake The Log
Earthquake Void The Log
Void
Void The Log
Earthquake Void The Log
Firecracker Earthquake The Log
Firecracker Void The Log Earthquake
Void The Log
Void Firecracker The Log
Firecracker
Firecracker Void
Void
Void Earthquake The Log
Void Firecracker
Firecracker Earthquake The Log
Earthquake Void
Firecracker
The Log
Void Knight Firecracker
The Log Firecracker Earthquake
Void
Firecracker
Firecracker The Log
Firecracker Void
Void Firecracker The Log

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