My Best Clash Royale Deck

Deck Check Rating

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

1 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Electro Wizard

Defensive buildings

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

Cannon

Investments

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

Ice Spirit Firecracker Electro Wizard

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.

Earthquake 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.

Earthquake

Dropped at the bridge

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

Ice Spirit 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.

Firecracker Royal Hogs 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
Royal Hogs Guards
Giant Snowball
Cannon Royal Hogs Guards
Zap
Cannon Firecracker Royal Hogs Guards
Barbarian Barrel
Ice Spirit Cannon Firecracker Royal Hogs Guards Electro Wizard
The Log
Ice Spirit Cannon Firecracker Royal Hogs Guards
Earthquake
Cannon Firecracker Royal Hogs Guards
Arrows
Ice Spirit Firecracker Royal Hogs Guards
Royal Delivery
Ice Spirit Firecracker Royal Hogs Guards Electro Wizard
Fireball
Cannon Firecracker Royal Hogs Electro Wizard
Poison
Cannon Firecracker Royal Hogs Guards Electro Wizard
Lightning
Cannon Electro Wizard
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit 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.

Ice Spirit Guards

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit The Log Cannon Firecracker Earthquake Guards Electro Wizard Royal Hogs

Shortest cycle

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

9 Ice Spirit The Log Cannon Firecracker

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.

Ice Spirit
Royal Hogs Firecracker Guards
Cannon
Firecracker
Ice Spirit Earthquake Royal Hogs
Earthquake
Royal Hogs Firecracker The Log
Royal Hogs
Ice Spirit Earthquake Firecracker Guards The Log Electro Wizard
Guards
Ice Spirit Royal Hogs The Log
The Log
Earthquake Royal Hogs Guards
Electro Wizard
Royal Hogs

Defense Synergies 2 17

Ice Spirit
Cannon Firecracker Earthquake Guards The Log Electro Wizard
Cannon
The Log Ice Spirit Firecracker Earthquake Guards Electro Wizard
Firecracker
The Log Ice Spirit Cannon Earthquake Guards Electro Wizard
Earthquake
Ice Spirit Cannon Firecracker The Log
Royal Hogs
Guards
Ice Spirit Cannon Firecracker The Log Electro Wizard
The Log
Cannon Firecracker Ice Spirit Earthquake Guards Electro Wizard
Electro Wizard
Ice Spirit Cannon Firecracker Guards 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 Cannon Firecracker The Log Electro Wizard
Ice Spirit Cannon Firecracker The Log Electro Wizard
Cannon Electro Wizard
Cannon Firecracker Guards Electro Wizard
Firecracker Earthquake The Log
The Log Cannon Firecracker Earthquake Guards Electro Wizard
Electro Wizard Ice Spirit Cannon Firecracker
Earthquake Cannon The Log Electro Wizard
Cannon
Guards Ice Spirit Cannon Firecracker Electro Wizard
Guards Electro Wizard Cannon Firecracker Earthquake The Log
Firecracker Electro Wizard
Cannon Ice Spirit Earthquake Guards The Log Electro Wizard
Ice Spirit Cannon Firecracker Earthquake Guards The Log Electro Wizard
Cannon Electro Wizard
Ice Spirit Cannon The Log Electro Wizard
Cannon Firecracker Electro Wizard
Ice Spirit Cannon Firecracker Guards The Log Electro Wizard
Earthquake The Log Ice Spirit Cannon Firecracker Guards Electro Wizard
Cannon Electro Wizard
Cannon Firecracker Earthquake Guards The Log Electro Wizard

Counters to secondary win conditions

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

Guards Electro Wizard
Electro Wizard Firecracker The Log
Guards Ice Spirit The Log Electro Wizard
Guards The Log Electro Wizard
Cannon Guards
Firecracker Ice Spirit Electro Wizard
Guards Electro Wizard
Electro Wizard Ice Spirit Firecracker The Log
Cannon Guards
Guards
Guards The Log Electro Wizard
Cannon Guards
Cannon Firecracker
Guards Electro Wizard Ice Spirit Firecracker The Log
Cannon Firecracker Earthquake The Log Electro Wizard
Cannon Electro Wizard
Cannon
Cannon Guards

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 Guards The Log
Firecracker The Log Electro Wizard
Earthquake The Log
Earthquake Firecracker Guards The Log
Firecracker Earthquake The Log
Firecracker Ice Spirit
Firecracker Earthquake The Log
Earthquake The Log Ice Spirit Firecracker
The Log Firecracker
Guards 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 The Log
The Log
Earthquake The Log
Firecracker Earthquake The Log Ice Spirit
Firecracker The Log Earthquake Electro Wizard
The Log
Firecracker The Log
Firecracker Electro Wizard
Electro Wizard Ice Spirit Firecracker Guards
Earthquake The Log
Ice Spirit Firecracker Electro Wizard
Firecracker Earthquake The Log
Earthquake Electro Wizard Ice Spirit Guards
Firecracker Electro Wizard
The Log
Firecracker Electro Wizard
The Log Firecracker Earthquake
Firecracker
Ice Spirit Firecracker Guards The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard
Firecracker

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