My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon

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.

Electro Dragon Bowler Skeleton King

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.

Tornado Freeze 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.

Missing

Dropped at the bridge

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

Electro Spirit Hog Rider Skeleton King

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.

Electro Spirit Hog Rider Electro Dragon

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 King
Giant Snowball
Hog Rider Electro Dragon Skeleton King
Zap
Skeleton King
Barbarian Barrel
Electro Spirit Skeleton King
The Log
Electro Spirit Hog Rider Skeleton King
Earthquake
Hog Rider Skeleton King
Arrows
Electro Spirit Skeleton King
Royal Delivery
Electro Spirit Hog Rider Electro Dragon Bowler Skeleton King
Fireball
Hog Rider Electro Dragon Bowler Skeleton King
Poison
Electro Dragon Skeleton King
Lightning
Electro Dragon Bowler Skeleton King
Rocket
Hog Rider Electro Dragon Bowler Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Tornado Freeze Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Tornado Freeze Electro Dragon Bowler The Log Skeleton King

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.

Electro Spirit Tornado Freeze Bowler

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit The Log Tornado Hog Rider Freeze Skeleton King Electro Dragon Bowler

Shortest cycle

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

10 Electro Spirit The Log Tornado Hog Rider

Attack Synergies 2 10

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.

Electro Spirit
Hog Rider Bowler
Hog Rider
Freeze The Log Electro Spirit Tornado Bowler
Tornado
Hog Rider Freeze Electro Dragon Bowler The Log
Freeze
Hog Rider Tornado
Electro Dragon
Tornado Bowler
Bowler
Electro Spirit Hog Rider Tornado Electro Dragon The Log
The Log
Hog Rider Tornado Bowler
Skeleton King

Defense Synergies 2 6

Electro Spirit
The Log
Hog Rider
Tornado
Bowler Electro Dragon The Log Skeleton King
Freeze
Electro Dragon
Tornado Bowler The Log
Bowler
Tornado The Log Electro Dragon
The Log
Bowler Electro Spirit Tornado Electro Dragon
Skeleton King
Tornado

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.

Bowler Electro Dragon The Log
Electro Dragon The Log
Tornado Bowler Freeze Electro Dragon
Electro Dragon Bowler Skeleton King
Tornado Bowler The Log
Tornado Freeze Bowler The Log Electro Spirit Electro Dragon
Tornado Electro Spirit Freeze Electro Dragon
Bowler Electro Spirit Electro Dragon The Log
Tornado Skeleton King
Tornado Bowler
Electro Spirit Tornado Freeze Electro Dragon Bowler The Log Skeleton King
Tornado Electro Dragon
Bowler Freeze Electro Dragon The Log
Bowler Electro Spirit Tornado Freeze Electro Dragon The Log Skeleton King
Skeleton King
Tornado Freeze Bowler The Log
Tornado Electro Dragon Bowler
Electro Spirit Tornado Electro Dragon Bowler The Log
Tornado Freeze The Log Electro Spirit Electro Dragon Bowler
Tornado
Bowler Electro Spirit Electro Dragon The Log

Counters to secondary win conditions

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

Bowler
Electro Dragon Bowler The Log
Electro Dragon Bowler The Log
Bowler Tornado The Log
Bowler
Electro Spirit Tornado Freeze Electro Dragon
Bowler
Freeze Electro Dragon Electro Spirit Tornado The Log
Electro Dragon Bowler
Tornado Bowler The Log
Bowler Skeleton King
Electro Dragon Bowler
Electro Dragon Electro Spirit Tornado Freeze Bowler The Log Skeleton King
Bowler Electro Spirit Freeze Electro Dragon The Log Skeleton King

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.)

Freeze Electro Dragon The Log
Tornado Electro Dragon Bowler The Log
Electro Dragon The Log
Freeze The Log
Bowler The Log
Electro Spirit Tornado Freeze Electro Dragon
Tornado Bowler The Log
The Log Tornado Freeze Electro Dragon Bowler
The Log Tornado Electro Dragon
Tornado Electro Dragon Bowler
Tornado Electro Dragon Bowler The Log
Tornado Electro Dragon
Bowler The Log
Freeze Electro Dragon
The Log
Electro Dragon Bowler The Log
Electro Dragon Bowler The Log
Tornado Freeze
Electro Dragon Bowler The Log
Tornado Electro Dragon Bowler The Log
Bowler The Log
Tornado
Tornado Bowler The Log
Electro Dragon The Log
Tornado Freeze The Log Electro Spirit Electro Dragon Bowler
The Log Tornado Electro Dragon Bowler
Tornado Electro Dragon Bowler The Log
Tornado The Log
Tornado Electro Dragon
Electro Dragon Electro Spirit Freeze
Bowler
Electro Dragon The Log
Electro Spirit Freeze Electro Dragon
Bowler The Log
Electro Spirit Freeze Electro Dragon
Tornado Electro Dragon
Freeze
The Log
Electro Dragon Bowler
The Log Electro Dragon Bowler Skeleton King
Tornado
Electro Dragon
Electro Dragon Electro Spirit Tornado Freeze Bowler The Log Skeleton King
Tornado Electro Dragon
Electro Dragon Tornado Freeze Bowler The Log

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