My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

Defensive buildings

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

Bomb Tower

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 Knight Firecracker

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.

Earthquake

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.

Earthquake

Dropped at the bridge

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

Electro Spirit Ice Spirit Knight 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.

Electro Spirit Firecracker 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 Hog Rider
Giant Snowball
Skeletons Hog Rider
Zap
Skeletons Firecracker
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Knight Firecracker Bomb Tower
The Log
Skeletons Electro Spirit Ice Spirit Firecracker Hog Rider
Earthquake
Skeletons Firecracker Bomb Tower Hog Rider
Arrows
Skeletons Electro Spirit Ice Spirit Firecracker
Royal Delivery
Skeletons Electro Spirit Ice Spirit Knight Firecracker Hog Rider
Fireball
Firecracker Bomb Tower Hog Rider
Poison
Firecracker Bomb Tower
Lightning
Knight Bomb Tower
Rocket
Bomb Tower Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Firecracker Earthquake Bomb Tower

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.

Electro Spirit Ice 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.

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Ice Spirit Knight Firecracker Earthquake Bomb Tower Hog Rider

Shortest cycle

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

6 Skeletons Electro Spirit Ice Spirit Knight

Attack Synergies 6 4

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
Electro Spirit
Hog Rider
Ice Spirit
Knight Hog Rider Firecracker
Knight
Ice Spirit Firecracker Hog Rider Earthquake
Firecracker
Knight Hog Rider Ice Spirit Earthquake
Earthquake
Hog Rider Knight Firecracker
Bomb Tower
Hog Rider
Ice Spirit Knight Firecracker Earthquake Electro Spirit

Defense Synergies 2 14

Skeletons
Electro Spirit Ice Spirit Knight Firecracker Earthquake Bomb Tower
Electro Spirit
Skeletons
Ice Spirit
Skeletons Knight Firecracker Earthquake Bomb Tower
Knight
Firecracker Bomb Tower Skeletons Ice Spirit Earthquake
Firecracker
Knight Skeletons Ice Spirit Earthquake Bomb Tower
Earthquake
Skeletons Ice Spirit Knight Firecracker Bomb Tower
Bomb Tower
Knight Skeletons Ice Spirit Firecracker Earthquake
Hog Rider

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.

Earthquake Knight Firecracker
Bomb Tower Skeletons Ice Spirit Knight Firecracker
Bomb Tower Skeletons Knight
Bomb Tower Skeletons Knight Firecracker
Firecracker Earthquake Bomb Tower
Skeletons Electro Spirit Firecracker Earthquake Bomb Tower
Electro Spirit Ice Spirit Firecracker Bomb Tower
Earthquake Electro Spirit Bomb Tower
Skeletons Bomb Tower
Knight Skeletons Ice Spirit Firecracker
Skeletons Electro Spirit Knight Firecracker Earthquake Bomb Tower
Firecracker
Bomb Tower Skeletons Ice Spirit Knight Earthquake
Bomb Tower Electro Spirit Ice Spirit Firecracker Earthquake
Knight Bomb Tower
Bomb Tower Ice Spirit
Bomb Tower Skeletons Knight Firecracker
Ice Spirit Bomb Tower Electro Spirit Knight Firecracker
Earthquake Bomb Tower Electro Spirit Ice Spirit Knight Firecracker
Bomb Tower
Electro Spirit Knight Firecracker Earthquake Bomb Tower

Counters to secondary win conditions

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

Knight Skeletons
Knight Firecracker Bomb Tower
Skeletons Ice Spirit Knight Bomb Tower
Knight
Skeletons Knight
Firecracker Skeletons Electro Spirit Ice Spirit Bomb Tower
Skeletons Knight Bomb Tower
Knight Bomb Tower
Skeletons Electro Spirit Ice Spirit Knight Firecracker Bomb Tower
Skeletons
Knight Bomb Tower
Skeletons Knight Bomb Tower
Firecracker Bomb Tower
Skeletons Electro Spirit Ice Spirit Knight Firecracker Bomb Tower
Electro Spirit Firecracker Earthquake Bomb Tower

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.)

Earthquake Knight Firecracker
Firecracker
Earthquake
Earthquake Knight Firecracker
Firecracker Earthquake
Firecracker Electro Spirit Ice Spirit
Firecracker Earthquake
Earthquake Ice Spirit Firecracker
Firecracker
Firecracker Knight Earthquake
Firecracker
Earthquake Knight Firecracker
Earthquake Firecracker
Earthquake Firecracker
Earthquake Firecracker
Earthquake Firecracker
Earthquake
Firecracker Earthquake
Firecracker Earthquake
Earthquake
Earthquake
Firecracker Earthquake Electro Spirit Ice Spirit
Firecracker Earthquake
Firecracker
Firecracker
Electro Spirit Ice Spirit Firecracker
Earthquake
Electro Spirit Ice Spirit Firecracker
Firecracker Earthquake
Earthquake Electro Spirit Ice Spirit
Firecracker
Knight Firecracker
Firecracker Earthquake
Firecracker
Electro Spirit Ice Spirit Firecracker
Firecracker
Firecracker

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