My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
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 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 Witch

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.

Knight Firecracker Witch

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.

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
Hog Rider Skeleton Army
Giant Snowball
Cannon Hog Rider Skeleton Army Witch
Zap
Cannon Firecracker Skeleton Army Witch
Barbarian Barrel
Knight Cannon Firecracker Skeleton Army Witch
The Log
Cannon Firecracker Hog Rider Skeleton Army Witch
Earthquake
Cannon Firecracker Hog Rider Skeleton Army Witch
Arrows
Firecracker Skeleton Army Witch
Royal Delivery
Knight Firecracker Hog Rider Skeleton Army Witch
Fireball
Cannon Firecracker Hog Rider Skeleton Army Witch
Poison
Cannon Firecracker Skeleton Army Witch
Lightning
Knight Cannon Witch
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Skeleton Army

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.

Skeleton Army

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.

Witch

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.

The Log Knight Cannon Firecracker Earthquake Skeleton Army Hog Rider Witch

Shortest cycle

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

11 The Log Knight Cannon Firecracker

Attack Synergies 5 6

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.

Knight
Firecracker Hog Rider Earthquake Witch The Log
Cannon
Firecracker
Knight Hog Rider Earthquake
Earthquake
Hog Rider Knight Firecracker The Log
Hog Rider
Knight Firecracker Earthquake The Log Witch
Skeleton Army
Witch
Knight Hog Rider
The Log
Hog Rider Knight Earthquake

Defense Synergies 4 13

Knight
Cannon Firecracker Earthquake Skeleton Army Witch The Log
Cannon
Knight The Log Firecracker Earthquake Skeleton Army Witch
Firecracker
Knight The Log Cannon Earthquake Skeleton Army
Earthquake
Knight Cannon Firecracker The Log
Hog Rider
Skeleton Army
Knight Cannon Firecracker The Log
Witch
Knight Cannon The Log
The Log
Cannon Firecracker Knight Earthquake Skeleton Army Witch

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 Cannon Firecracker The Log
Skeleton Army Knight Cannon Firecracker Witch The Log
Cannon Skeleton Army Witch Knight
Cannon Skeleton Army Witch Knight Firecracker
Firecracker Earthquake Skeleton Army The Log
Skeleton Army The Log Cannon Firecracker Earthquake
Cannon Firecracker Witch
Earthquake Cannon The Log
Cannon Witch Skeleton Army
Knight Skeleton Army Cannon Firecracker
Skeleton Army Witch Knight Cannon Firecracker Earthquake The Log
Firecracker Witch
Cannon Skeleton Army Knight Earthquake Witch The Log
Skeleton Army Cannon Firecracker Earthquake Witch The Log
Skeleton Army Knight Cannon
Skeleton Army Cannon The Log
Knight Cannon Firecracker Skeleton Army Witch
Cannon Knight Firecracker Skeleton Army Witch The Log
Earthquake Witch The Log Knight Cannon Firecracker
Cannon
Skeleton Army Knight Cannon Firecracker Earthquake Witch The Log

Counters to secondary win conditions

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

Knight Skeleton Army Witch
Knight Firecracker The Log
Skeleton Army Knight Witch The Log
Skeleton Army Knight The Log
Knight Cannon Skeleton Army Witch
Firecracker Witch
Skeleton Army Knight Witch
Knight Skeleton Army
Knight Firecracker Skeleton Army Witch The Log
Witch Cannon Skeleton Army
Knight Witch
Skeleton Army The Log
Skeleton Army Knight Cannon Witch
Cannon Firecracker Skeleton Army Witch
Skeleton Army Witch Knight Firecracker The Log
Cannon Firecracker Earthquake Witch The Log
Cannon
Cannon
Cannon Skeleton Army

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
Firecracker Earthquake The Log
Firecracker Witch
Firecracker Earthquake Witch The Log
Earthquake The Log Firecracker
The Log Firecracker
Firecracker Knight Earthquake The Log
Firecracker
Earthquake Knight Firecracker The Log
Earthquake Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker Witch The Log
Earthquake Firecracker The Log
Earthquake
Firecracker Earthquake The Log
Firecracker Earthquake Witch The Log
Earthquake The Log
The Log
Earthquake The Log
Firecracker Earthquake The Log Witch
Witch
Firecracker The Log Earthquake Witch
Witch The Log
Firecracker The Log
Firecracker Witch
Firecracker Witch
Earthquake The Log
Firecracker
Firecracker Earthquake The Log
Earthquake Skeleton Army Witch
Firecracker Witch
The Log
Knight Firecracker
The Log Firecracker Earthquake
Firecracker
Firecracker Witch The Log
Firecracker Witch
Firecracker Witch The Log
Firecracker

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