My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Great!
Versatility
Good
F2P score
Bad

2 problems 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Electro Wizard Boss Bandit

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Mortar Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Fireball The Log

Punishments

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

Mortar Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Mortar Hog Rider Boss Bandit

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.

Hog Rider Electro Wizard Boss Bandit

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
Hog Rider Skeleton Army
Zap
Mortar Skeleton Army
Barbarian Barrel
Mortar Skeleton Army Electro Wizard
The Log
Hog Rider Skeleton Army
Earthquake
Mortar Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Hog Rider Skeleton Army Electro Wizard Boss Bandit
Fireball
Mortar Hog Rider Skeleton Army Electro Wizard Boss Bandit
Poison
Mortar Skeleton Army Electro Wizard Boss Bandit
Lightning
Mortar Electro Wizard Boss Bandit
Rocket
Mortar Hog Rider Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Fireball 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.

Arrows Skeleton Army Boss Bandit

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.

Fireball 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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Skeleton Army Mortar Fireball Hog Rider Electro Wizard Boss Bandit

Shortest cycle

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

12 The Log Arrows Skeleton Army Mortar

Attack Synergies 4 7

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.

Arrows
Fireball Hog Rider Mortar
Mortar
Arrows Fireball Hog Rider The Log
Fireball
Arrows Hog Rider Mortar The Log Electro Wizard
Hog Rider
Arrows Fireball The Log Mortar Electro Wizard
Skeleton Army
The Log
Hog Rider Mortar Fireball
Electro Wizard
Fireball Hog Rider
Boss Bandit

Defense Synergies 1 10

Arrows
Mortar Fireball
Mortar
Arrows Fireball Skeleton Army The Log Electro Wizard
Fireball
The Log Arrows Mortar Electro Wizard
Hog Rider
Skeleton Army
Mortar The Log Electro Wizard
The Log
Fireball Mortar Skeleton Army Electro Wizard
Electro Wizard
Mortar Fireball Skeleton Army The Log
Boss Bandit

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.

Mortar Fireball The Log Electro Wizard
Skeleton Army Mortar The Log Electro Wizard
Mortar Skeleton Army Electro Wizard
Skeleton Army Mortar Electro Wizard
Arrows Fireball Skeleton Army The Log
Arrows Fireball Skeleton Army The Log Electro Wizard
Electro Wizard Arrows Mortar Fireball
Arrows Fireball The Log Electro Wizard
Mortar Skeleton Army
Skeleton Army Electro Wizard
Skeleton Army Electro Wizard Arrows Fireball The Log
Arrows Fireball Electro Wizard
Mortar Skeleton Army Fireball The Log Electro Wizard
Fireball Skeleton Army Arrows Mortar The Log Electro Wizard
Skeleton Army Mortar Electro Wizard
Skeleton Army Mortar Fireball The Log Electro Wizard
Arrows Mortar Fireball Skeleton Army Electro Wizard
Arrows Mortar Fireball Skeleton Army The Log Electro Wizard
Arrows Mortar The Log Fireball Electro Wizard
Mortar Electro Wizard
Skeleton Army Arrows Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Fireball Electro Wizard
Fireball Electro Wizard Arrows Mortar The Log
Skeleton Army The Log Electro Wizard
Skeleton Army Fireball The Log Electro Wizard
Skeleton Army
Arrows Fireball Electro Wizard
Skeleton Army Fireball Electro Wizard
Skeleton Army
Electro Wizard Mortar Fireball Skeleton Army The Log
Skeleton Army
Skeleton Army Arrows Fireball The Log Electro Wizard
Skeleton Army Fireball
Fireball Skeleton Army
Skeleton Army Electro Wizard Mortar Fireball The Log
Arrows Fireball The Log Electro Wizard
Arrows Mortar Fireball Electro Wizard
Mortar 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.)

Fireball Arrows Mortar The Log
Arrows Mortar Fireball The Log Electro Wizard
Arrows Fireball The Log
Arrows Fireball The Log
Fireball Arrows Mortar The Log
Arrows Fireball
Arrows Mortar The Log
Arrows Fireball The Log
Arrows Fireball The Log Mortar
Fireball Electro Wizard
Arrows Mortar Fireball The Log Electro Wizard
Fireball Arrows
Mortar Fireball The Log
Arrows Mortar Fireball
Arrows Mortar Fireball The Log
Arrows Mortar Fireball The Log
Arrows Mortar Fireball The Log
Arrows Mortar Fireball
Arrows Mortar Fireball The Log Electro Wizard
Arrows Mortar Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Mortar Fireball The Log
Arrows The Log Mortar Fireball
Arrows Mortar Fireball The Log Electro Wizard
Fireball Arrows Mortar The Log
Fireball Arrows Mortar The Log
Arrows Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Arrows Mortar Fireball The Log
Arrows Fireball Electro Wizard
Arrows Fireball The Log
Electro Wizard Fireball Skeleton Army
Fireball Arrows Electro Wizard
Arrows The Log Fireball
Fireball Electro Wizard
Arrows The Log Mortar Fireball
Arrows Fireball
Fireball The Log Electro Wizard
Fireball Electro Wizard
Mortar Fireball The Log Electro Wizard
Fireball Mortar

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