My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Fire Spirit 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 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.

Fire 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.

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 Fire Spirit Hog Rider
Zap
Skeletons Fire Spirit Firecracker
Barbarian Barrel
Skeletons Fire Spirit Knight Firecracker Bomb Tower
The Log
Skeletons Fire Spirit Firecracker Hog Rider
Earthquake
Skeletons Firecracker Bomb Tower Hog Rider
Arrows
Skeletons Fire Spirit Firecracker
Royal Delivery
Skeletons Fire Spirit 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.

Fire Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Firecracker Earthquake 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.

Fire Spirit Knight

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.

Fire Spirit

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 Fire Spirit The Log Knight Firecracker Earthquake Bomb Tower Hog Rider

Shortest cycle

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

7 Skeletons Fire Spirit The Log Knight

Attack Synergies 6 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
Fire Spirit
Hog Rider Knight
Knight
Firecracker Hog Rider Fire Spirit Earthquake The Log
Firecracker
Knight Hog Rider Earthquake
Earthquake
Hog Rider Knight Firecracker The Log
Bomb Tower
Hog Rider
Fire Spirit Knight Firecracker Earthquake The Log
The Log
Hog Rider Knight Earthquake

Defense Synergies 5 14

Skeletons
Fire Spirit Knight Firecracker Earthquake Bomb Tower The Log
Fire Spirit
Knight Skeletons Firecracker The Log
Knight
Fire Spirit Firecracker Bomb Tower Skeletons Earthquake The Log
Firecracker
Knight The Log Skeletons Fire Spirit Earthquake Bomb Tower
Earthquake
Skeletons Knight Firecracker Bomb Tower The Log
Bomb Tower
Knight The Log Skeletons Firecracker Earthquake
Hog Rider
The Log
Firecracker Bomb Tower Skeletons Fire Spirit 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 The Log
Bomb Tower Skeletons Knight Firecracker The Log
Bomb Tower Skeletons Fire Spirit Knight
Bomb Tower Skeletons Knight Firecracker
Firecracker Earthquake Bomb Tower The Log
The Log Skeletons Fire Spirit Firecracker Earthquake Bomb Tower
Fire Spirit Firecracker Bomb Tower
Earthquake Bomb Tower The Log
Skeletons Bomb Tower
Knight Skeletons Fire Spirit Firecracker
Skeletons Knight Firecracker Earthquake Bomb Tower The Log
Firecracker
Bomb Tower Skeletons Fire Spirit Knight Earthquake The Log
Fire Spirit Bomb Tower Firecracker Earthquake The Log
Knight Bomb Tower
Bomb Tower The Log
Bomb Tower Skeletons Knight Firecracker
Fire Spirit Bomb Tower Knight Firecracker The Log
Earthquake Bomb Tower The Log Fire Spirit Knight Firecracker
Bomb Tower
Fire Spirit 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
Knight Firecracker Bomb Tower The Log
Skeletons Knight Bomb Tower The Log
Knight The Log
Skeletons Knight
Fire Spirit Firecracker Skeletons Bomb Tower
Skeletons Knight Bomb Tower
Knight Bomb Tower
Skeletons Knight Firecracker Bomb Tower The Log
Skeletons
Knight Bomb Tower
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 Knight Firecracker The Log
Firecracker The Log
Earthquake The Log
Earthquake Knight Firecracker The Log
Fire Spirit Firecracker Earthquake The Log
Firecracker Fire Spirit
Fire Spirit Firecracker Earthquake The Log
Earthquake The Log Fire Spirit Firecracker
The Log Firecracker
Fire Spirit
Firecracker Knight Earthquake The Log
Fire Spirit Firecracker
Earthquake Fire Spirit Knight Firecracker The Log
Earthquake Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake
Fire Spirit Firecracker Earthquake The Log
Fire Spirit Firecracker Earthquake The Log
Earthquake The Log
The Log
Earthquake The Log
Firecracker Earthquake The Log Fire Spirit
Firecracker The Log Earthquake
The Log
Firecracker The Log
Fire Spirit Firecracker
Firecracker
Earthquake The Log
Firecracker
Firecracker Earthquake The Log
Earthquake Fire Spirit
Fire Spirit Firecracker
The Log
Knight Firecracker
The Log Firecracker Earthquake
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log

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