My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

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!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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.

Bats

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 Ice Spirit Bats

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 Rage 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.

Ice Spirit 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.

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
Skeletons Bats Hog Rider
Giant Snowball
Skeletons Bats Hog Rider
Zap
Skeletons Bats
Barbarian Barrel
Skeletons Ice Spirit
The Log
Skeletons Ice Spirit Hog Rider
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Ice Spirit Bats
Royal Delivery
Skeletons Ice Spirit Bats Hog Rider
Fireball
Hog Rider
Poison
Bats
Lightning
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Freeze 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.

Ice Spirit Bats Rage Freeze

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.

Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Bats Zap Rage The Log Hog Rider Freeze

Shortest cycle

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

6 Skeletons Ice Spirit Bats Zap

Attack Synergies 7 5

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
Ice Spirit
Zap Hog Rider Bats
Bats
Hog Rider Ice Spirit Zap Rage
Zap
Ice Spirit Hog Rider Bats Freeze The Log
Hog Rider
Ice Spirit Bats Zap Rage Freeze The Log
Rage
Hog Rider Bats
Freeze
Hog Rider Zap
The Log
Hog Rider Zap

Defense Synergies 1 10

Skeletons
Ice Spirit Bats Zap The Log
Ice Spirit
Zap Skeletons Bats The Log
Bats
Skeletons Ice Spirit Zap Freeze The Log
Zap
Ice Spirit Skeletons Bats The Log
Hog Rider
Rage
Freeze
Bats
The Log
Skeletons Ice Spirit Bats Zap

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 The Log
Skeletons Ice Spirit Bats Zap The Log
Skeletons Bats Freeze
Skeletons Bats
The Log
Freeze The Log Skeletons Bats Zap
Bats Ice Spirit Zap Freeze
Zap The Log
Skeletons
Skeletons Ice Spirit
Bats Skeletons Zap Freeze The Log
Bats Zap
Skeletons Ice Spirit Bats Zap Freeze The Log
Ice Spirit Bats Zap Freeze The Log
Ice Spirit Zap Freeze The Log
Skeletons Bats
Ice Spirit Bats Zap The Log
Zap Freeze The Log Ice Spirit Bats
Bats The Log

Counters to secondary win conditions

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

Skeletons Zap
Zap The Log
Skeletons Ice Spirit Bats Zap The Log
Bats Zap The Log
Skeletons
Skeletons Ice Spirit Bats Zap Freeze
Skeletons Bats
Zap Freeze Skeletons Ice Spirit Bats The Log
Skeletons
Bats
Zap The Log
Skeletons
Skeletons Ice Spirit Bats Zap Freeze The Log
Bats Zap Freeze 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.)

Freeze The Log
Zap The Log
The Log
Freeze The Log
Zap The Log
Ice Spirit Bats Zap Freeze
The Log
The Log Ice Spirit Zap Freeze
The Log Zap
Bats
Zap The Log
Zap
The Log
Freeze
Zap The Log
Zap The Log
The Log
Freeze
Bats
Zap The Log
Zap The Log
The Log
The Log
Zap The Log
Zap Freeze The Log Ice Spirit
The Log Zap
Zap The Log
Zap The Log
Bats Zap
Zap Ice Spirit Bats Freeze
Zap The Log
Zap Ice Spirit Freeze
The Log
Zap Ice Spirit Bats Freeze
Zap
Freeze
The Log
The Log Zap
Zap
Zap Ice Spirit Bats Freeze The Log
Bats Zap
Zap Freeze The Log

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