My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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 Archers

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.

Skeletons Archers Knight

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.

Zap 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.

Missing

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 Mortar 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 Archers Hog Rider
Giant Snowball
Skeletons Fire Spirit Archers Hog Rider
Zap
Skeletons Fire Spirit Archers Mortar
Barbarian Barrel
Skeletons Fire Spirit Archers Knight Mortar
The Log
Skeletons Fire Spirit Archers Hog Rider
Earthquake
Skeletons Archers Mortar Hog Rider
Arrows
Skeletons Fire Spirit Archers
Royal Delivery
Skeletons Fire Spirit Archers Knight Hog Rider
Fireball
Archers Mortar Hog Rider
Poison
Archers Mortar
Lightning
Knight Mortar
Rocket
Mortar Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Mortar 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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Zap The Log Archers Knight Mortar Hog Rider

Shortest cycle

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

6 Skeletons Fire Spirit Zap The Log

Attack Synergies 6 12

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
Hog Rider Zap Knight Mortar
Zap
Hog Rider Fire Spirit Archers Knight Mortar The Log
Archers
Knight Zap Mortar Hog Rider
Knight
Archers Mortar Hog Rider Fire Spirit Zap The Log
Mortar
Knight Fire Spirit Zap Archers Hog Rider The Log
Hog Rider
Fire Spirit Zap Knight The Log Archers Mortar
The Log
Hog Rider Zap Knight Mortar

Defense Synergies 2 17

Skeletons
Fire Spirit Zap Archers Knight Mortar The Log
Fire Spirit
Knight Skeletons Zap The Log
Zap
Skeletons Fire Spirit Archers Knight Mortar The Log
Archers
Knight Skeletons Zap Mortar The Log
Knight
Fire Spirit Archers Skeletons Zap Mortar The Log
Mortar
Skeletons Zap Archers Knight The Log
Hog Rider
The Log
Skeletons Fire Spirit Zap Archers Knight Mortar

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 Knight Mortar The Log
Skeletons Zap Knight Mortar The Log
Mortar Skeletons Fire Spirit Archers Knight
Skeletons Knight Mortar
The Log
The Log Skeletons Fire Spirit Zap Archers
Fire Spirit Zap Archers Mortar
Zap The Log
Skeletons Mortar
Knight Skeletons Fire Spirit Archers
Archers Skeletons Zap Knight The Log
Zap Archers
Mortar Skeletons Fire Spirit Zap Knight The Log
Fire Spirit Zap Mortar The Log
Knight Mortar
Zap Mortar The Log
Skeletons Knight Mortar
Fire Spirit Mortar Zap Archers Knight The Log
Zap Mortar The Log Fire Spirit Archers Knight
Mortar
Fire Spirit Archers Knight The Log

Counters to secondary win conditions

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

Knight Skeletons Zap Archers
Zap Archers Knight Mortar The Log
Skeletons Zap Knight The Log
Zap Knight The Log
Skeletons Knight
Fire Spirit Skeletons Zap Archers
Skeletons Archers Knight
Knight
Zap Skeletons Knight Mortar The Log
Skeletons
Knight
Zap The Log
Skeletons Knight
Archers
Skeletons Zap Archers Knight Mortar The Log
Zap Archers 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 Mortar The Log
Mortar Zap The Log
The Log
Knight The Log
Fire Spirit Zap Mortar The Log
Fire Spirit Zap
Fire Spirit Archers Mortar The Log
The Log Fire Spirit Zap
The Log Zap Mortar
Fire Spirit
Zap Knight Mortar The Log
Fire Spirit Zap Archers
Fire Spirit Knight Mortar The Log
Mortar
Zap Mortar The Log
Zap Mortar The Log
Mortar The Log
Mortar
Fire Spirit Zap Archers Mortar The Log
Fire Spirit Zap Mortar The Log
The Log
The Log
Zap Mortar The Log
Zap The Log Fire Spirit Mortar
Mortar The Log Zap
Zap Mortar The Log
Zap Mortar The Log
Fire Spirit Zap Archers
Zap
Zap Mortar The Log
Zap
The Log
Zap Fire Spirit Archers
Fire Spirit Zap Archers
The Log
Knight
The Log Zap Mortar
Zap
Zap The Log
Zap
Zap Mortar The Log

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