My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

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 Firecracker Prince 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.

Zap The Log

Punishments

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

Hog Rider Prince

Pump responses

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

Missing

Dropped at the bridge

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

Hog Rider Prince

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 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
Skeletons Hog Rider Prince
Giant Snowball
Skeletons Hog Rider
Zap
Skeletons Firecracker Prince
Barbarian Barrel
Skeletons Firecracker Electro Wizard
The Log
Skeletons Firecracker Hog Rider Prince
Earthquake
Skeletons Firecracker Hog Rider
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker Hog Rider Prince Electro Wizard
Fireball
Firecracker Hog Rider Electro Wizard
Poison
Firecracker Electro Wizard
Lightning
Prince Electro Wizard
Rocket
Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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.

Prince

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.

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.

Mirror Skeletons Zap The Log Firecracker Hog Rider Electro Wizard Prince

Shortest cycle

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

5 Mirror Skeletons Zap The Log

Attack Synergies 8 8

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
Zap
Firecracker Hog Rider Mirror Prince Electro Wizard The Log
Firecracker
Zap Hog Rider Mirror Prince
Hog Rider
Zap Firecracker The Log Mirror Prince Electro Wizard
Mirror
Zap The Log Firecracker Hog Rider
Prince
Zap Firecracker Hog Rider The Log Electro Wizard
The Log
Hog Rider Mirror Zap Prince
Electro Wizard
Zap Hog Rider Prince

Defense Synergies 4 15

Skeletons
Zap Firecracker Prince The Log Electro Wizard
Zap
Mirror Electro Wizard Skeletons Firecracker Prince The Log
Firecracker
The Log Skeletons Zap Mirror Prince Electro Wizard
Hog Rider
Mirror
Zap Firecracker The Log Electro Wizard
Prince
The Log Skeletons Zap Firecracker Electro Wizard
The Log
Firecracker Prince Skeletons Zap Mirror Electro Wizard
Electro Wizard
Zap Skeletons Firecracker Mirror Prince 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.

Zap Firecracker The Log Electro Wizard
Skeletons Zap Firecracker Prince The Log Electro Wizard
Prince Skeletons Electro Wizard
Prince Skeletons Firecracker Electro Wizard
Firecracker Prince The Log
The Log Skeletons Zap Firecracker Electro Wizard
Electro Wizard Zap Firecracker
Zap The Log Electro Wizard
Skeletons Prince
Skeletons Firecracker Prince Electro Wizard
Electro Wizard Skeletons Zap Firecracker The Log
Zap Firecracker Electro Wizard
Prince Skeletons Zap The Log Electro Wizard
Zap Firecracker Prince The Log Electro Wizard
Prince Electro Wizard
Zap Prince The Log Electro Wizard
Skeletons Firecracker Prince Electro Wizard
Zap Firecracker Prince The Log Electro Wizard
Zap The Log Firecracker Electro Wizard
Prince Electro Wizard
Firecracker Prince The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap Prince Electro Wizard
Electro Wizard Zap Firecracker Prince The Log
Skeletons Zap Prince The Log Electro Wizard
Prince Zap The Log Electro Wizard
Skeletons Prince
Firecracker Skeletons Zap Electro Wizard
Prince Skeletons Electro Wizard
Prince
Zap Electro Wizard Skeletons Firecracker Prince The Log
Skeletons
Prince
Zap Prince The Log Electro Wizard
Prince Skeletons
Firecracker
Electro Wizard Skeletons Zap Firecracker Prince The Log
Zap Firecracker The Log Electro Wizard
Zap Electro Wizard

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.)

Firecracker The Log
Firecracker Zap The Log Electro Wizard
The Log
Firecracker Prince The Log
Zap Firecracker The Log
Firecracker Zap
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker
Prince Electro Wizard
Firecracker Zap Prince The Log Electro Wizard
Zap Firecracker
Firecracker The Log
Firecracker
Zap Firecracker Prince The Log
Zap Firecracker The Log
Firecracker The Log
Zap Firecracker Prince The Log Electro Wizard
Zap Firecracker The Log
Prince The Log
Prince The Log
Zap The Log
Zap Firecracker The Log
Firecracker The Log Zap Electro Wizard
Zap Prince The Log
Zap Firecracker The Log
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Zap The Log
Zap Firecracker Electro Wizard
Prince
Firecracker The Log
Zap Electro Wizard Prince
Zap Firecracker Electro Wizard
The Log
Firecracker Prince Electro Wizard
The Log Zap Firecracker
Zap
Firecracker Prince
Zap Firecracker The Log Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Prince The Log Electro Wizard
Prince
Firecracker

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