My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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 Flying Machine Hunter

Defensive buildings

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

X-Bow

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 Flying Machine Hunter X-Bow

Offensive cards

Win conditions

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

X-Bow Graveyard

Damage spells

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

The Log

Punishments

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

X-Bow Graveyard

Pump responses

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

Graveyard

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 Flying Machine X-Bow

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.

Graveyard

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 Graveyard
Giant Snowball
Skeletons Fire Spirit Flying Machine Graveyard
Zap
Skeletons Fire Spirit Flying Machine X-Bow Graveyard
Barbarian Barrel
Skeletons Fire Spirit Knight Hunter X-Bow Graveyard
The Log
Skeletons Fire Spirit Hunter X-Bow Graveyard
Earthquake
Skeletons X-Bow Graveyard
Arrows
Skeletons Fire Spirit Flying Machine Graveyard
Royal Delivery
Skeletons Fire Spirit Knight Flying Machine Hunter Graveyard
Fireball
Flying Machine Hunter X-Bow
Poison
Flying Machine Hunter X-Bow Graveyard
Lightning
Knight Hunter X-Bow
Rocket
Hunter X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Hunter 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

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.

Graveyard

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.

Mediocre

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 Flying Machine Hunter Graveyard X-Bow

Shortest cycle

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

7 Skeletons Fire Spirit The Log Knight

Attack Synergies 3 9

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
Knight X-Bow
Knight
X-Bow Graveyard Fire Spirit Flying Machine Hunter The Log
Flying Machine
Knight X-Bow Graveyard
Hunter
Knight X-Bow
X-Bow
Knight The Log Fire Spirit Flying Machine Hunter
The Log
X-Bow Knight Graveyard
Graveyard
Knight Flying Machine The Log

Defense Synergies 5 11

Skeletons
X-Bow Fire Spirit Knight Flying Machine Hunter The Log
Fire Spirit
Knight Skeletons The Log
Knight
Fire Spirit Hunter X-Bow Skeletons Flying Machine The Log
Flying Machine
Skeletons Knight Hunter The Log
Hunter
Knight Skeletons Flying Machine The Log
X-Bow
Skeletons Knight The Log
The Log
X-Bow Skeletons Fire Spirit Knight Flying Machine Hunter
Graveyard

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.

Knight Flying Machine X-Bow The Log
Hunter Skeletons Knight Flying Machine X-Bow The Log
Hunter Skeletons Fire Spirit Knight
Hunter Skeletons Knight
X-Bow The Log
The Log Skeletons Fire Spirit Flying Machine Hunter X-Bow
Hunter Fire Spirit Flying Machine X-Bow
Flying Machine X-Bow The Log
Hunter Skeletons X-Bow
Knight Skeletons Fire Spirit Hunter
Skeletons Knight Flying Machine Hunter X-Bow The Log
Hunter Flying Machine
Hunter Skeletons Fire Spirit Knight Flying Machine X-Bow The Log
Fire Spirit Hunter X-Bow The Log
Knight Hunter X-Bow
Hunter X-Bow The Log
Skeletons Knight Hunter X-Bow
Fire Spirit Knight Flying Machine Hunter X-Bow The Log
Hunter The Log Fire Spirit Knight Flying Machine
Hunter
Fire Spirit Knight Flying Machine Hunter The Log

Counters to secondary win conditions

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

Knight Skeletons X-Bow
Knight Flying Machine Hunter X-Bow The Log
Skeletons Knight Hunter The Log
Hunter Knight X-Bow The Log
Skeletons Knight Hunter
Fire Spirit Skeletons Flying Machine Hunter
Skeletons Knight Flying Machine Hunter
Knight Hunter
Skeletons Knight Flying Machine X-Bow The Log
Skeletons
Knight Flying Machine Hunter
The Log
Skeletons Knight Hunter
Flying Machine
Skeletons Knight Flying Machine Hunter X-Bow The Log
Flying Machine Hunter 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.)

Knight Flying Machine X-Bow The Log
Flying Machine X-Bow The Log
Flying Machine X-Bow The Log
Knight Flying Machine The Log
Fire Spirit The Log
Fire Spirit Flying Machine Hunter
Fire Spirit Flying Machine The Log
X-Bow The Log Fire Spirit Flying Machine Hunter
The Log Flying Machine X-Bow
Fire Spirit X-Bow
Knight Flying Machine X-Bow The Log
Fire Spirit Flying Machine
Flying Machine Fire Spirit Knight Hunter The Log
Flying Machine X-Bow
Flying Machine X-Bow The Log
X-Bow Flying Machine Hunter The Log
Flying Machine X-Bow The Log
Fire Spirit Flying Machine Hunter X-Bow The Log
Fire Spirit Flying Machine X-Bow The Log
X-Bow The Log
X-Bow The Log
Flying Machine X-Bow The Log
The Log Fire Spirit Hunter
X-Bow The Log Flying Machine Hunter
Flying Machine X-Bow The Log
X-Bow The Log
Fire Spirit Flying Machine Hunter X-Bow
Flying Machine
Hunter X-Bow The Log
The Log
Fire Spirit Flying Machine X-Bow
Fire Spirit Flying Machine Hunter
The Log
Knight Flying Machine Hunter
The Log Flying Machine
Flying Machine
Flying Machine The Log
Flying Machine
Flying Machine X-Bow The Log

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