My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Wizard Hunter

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.

Wizard Hunter Giant Skeleton

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.

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 Giant Skeleton

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 Giant Skeleton

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 Skeleton
Giant Snowball
Hog Rider Skeleton Army
Zap
Mortar Skeleton Army
Barbarian Barrel
Mortar Wizard Skeleton Army Hunter Giant Skeleton
The Log
Hog Rider Skeleton Army Hunter Giant Skeleton
Earthquake
Mortar Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Hog Rider Wizard Skeleton Army Hunter Giant Skeleton
Fireball
Mortar Hog Rider Wizard Skeleton Army Hunter
Poison
Mortar Wizard Skeleton Army Hunter
Lightning
Mortar Wizard Hunter
Rocket
Mortar Hog Rider Wizard Hunter

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball Wizard 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.

Skeleton Army Giant Skeleton

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 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 Skeleton Army Mortar Fireball Hog Rider Hunter Wizard Giant Skeleton

Shortest cycle

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

13 The Log Skeleton Army Mortar Fireball

Attack Synergies 2 11

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.

Mortar
Fireball Hog Rider Hunter The Log
Fireball
Hog Rider Mortar The Log
Hog Rider
Fireball The Log Mortar Wizard Hunter Giant Skeleton
Wizard
Hog Rider Giant Skeleton
Skeleton Army
Hunter
Mortar Hog Rider Giant Skeleton
Giant Skeleton
Hog Rider Wizard Hunter The Log
The Log
Hog Rider Mortar Fireball Giant Skeleton

Defense Synergies 1 12

Mortar
Fireball Wizard Skeleton Army The Log
Fireball
The Log Mortar
Hog Rider
Wizard
Mortar Skeleton Army Giant Skeleton The Log
Skeleton Army
Mortar Wizard Giant Skeleton The Log
Hunter
Giant Skeleton The Log
Giant Skeleton
Wizard Skeleton Army Hunter The Log
The Log
Fireball Mortar Wizard Skeleton Army Hunter Giant Skeleton

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 Wizard The Log
Skeleton Army Hunter Mortar The Log
Mortar Skeleton Army Hunter Giant Skeleton
Skeleton Army Hunter Mortar
Fireball Skeleton Army Giant Skeleton The Log
Fireball Skeleton Army The Log Hunter
Hunter Mortar Fireball Wizard
Fireball Giant Skeleton The Log
Hunter Mortar Skeleton Army
Skeleton Army Hunter Giant Skeleton
Skeleton Army Fireball Wizard Hunter Giant Skeleton The Log
Hunter Fireball Wizard
Mortar Skeleton Army Hunter Fireball Wizard Giant Skeleton The Log
Fireball Wizard Skeleton Army Mortar Hunter The Log
Skeleton Army Mortar Hunter
Skeleton Army Mortar Fireball Hunter The Log
Wizard Mortar Fireball Skeleton Army Hunter
Mortar Fireball Wizard Skeleton Army Hunter The Log
Mortar Wizard Hunter The Log Fireball Giant Skeleton
Mortar Hunter
Wizard Skeleton Army Fireball Hunter Giant Skeleton The Log

Counters to secondary win conditions

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

Skeleton Army Fireball Giant Skeleton
Fireball Mortar Wizard Hunter The Log
Skeleton Army Giant Skeleton Hunter The Log
Skeleton Army Hunter Giant Skeleton Fireball The Log
Giant Skeleton Skeleton Army Hunter
Fireball Wizard Hunter
Skeleton Army Fireball Hunter Giant Skeleton
Giant Skeleton Skeleton Army Hunter
Giant Skeleton Mortar Fireball Skeleton Army The Log
Skeleton Army
Hunter Giant Skeleton
Skeleton Army Fireball Giant Skeleton The Log
Skeleton Army Giant Skeleton Fireball Wizard Hunter
Wizard Fireball Skeleton Army
Skeleton Army Mortar Fireball Hunter Giant Skeleton The Log
Fireball Wizard Hunter Giant Skeleton The Log
Mortar Fireball

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 Mortar Giant Skeleton The Log
Mortar Fireball The Log
Fireball Giant Skeleton The Log
Fireball Giant Skeleton The Log
Fireball Wizard Mortar The Log
Fireball Wizard Hunter
Mortar Wizard The Log
Fireball The Log Wizard Hunter
Fireball The Log Mortar Wizard
Fireball
Mortar Fireball Wizard The Log
Fireball Wizard
Mortar Fireball Hunter The Log
Mortar Fireball
Mortar Fireball The Log
Mortar Fireball Wizard Hunter The Log
Mortar Fireball Wizard The Log
Mortar Fireball
Mortar Fireball Wizard Hunter The Log
Mortar Fireball Wizard The Log
Fireball Giant Skeleton The Log
Fireball Wizard
The Log
Mortar Fireball The Log
The Log Mortar Fireball Wizard Hunter
Mortar Fireball The Log Wizard Hunter
Fireball Mortar Wizard The Log
Fireball Mortar The Log
Fireball Wizard Hunter
Fireball Wizard
Fireball
Mortar Fireball Wizard Hunter The Log
Fireball
Giant Skeleton
Fireball Wizard The Log
Fireball Skeleton Army
Fireball Wizard Hunter
The Log Fireball
Fireball Wizard Hunter
The Log Mortar Fireball Wizard
Fireball Giant Skeleton
Fireball Giant Skeleton The Log
Fireball
Mortar Fireball Giant Skeleton The Log

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