My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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!
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 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 Witch

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Witch Giant Skeleton

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.

Arrows 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.

Fire Spirit 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
Skeletons Hog Rider Giant Skeleton
Giant Snowball
Skeletons Fire Spirit Cannon Hog Rider Witch
Zap
Skeletons Fire Spirit Cannon Witch
Barbarian Barrel
Skeletons Fire Spirit Cannon Witch Giant Skeleton
The Log
Skeletons Fire Spirit Cannon Hog Rider Witch Giant Skeleton
Earthquake
Skeletons Cannon Hog Rider Witch
Arrows
Skeletons Fire Spirit Witch
Royal Delivery
Skeletons Fire Spirit Hog Rider Witch Giant Skeleton
Fireball
Cannon Hog Rider Witch
Poison
Cannon Witch
Lightning
Cannon Witch
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows 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 Arrows Giant Skeleton

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 Witch

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 Fire Spirit The Log Arrows Cannon Hog Rider Witch Giant Skeleton

Shortest cycle

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

7 Skeletons Fire Spirit The Log Arrows

Attack Synergies 3 6

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 Giant Skeleton
Arrows
Hog Rider Giant Skeleton
Cannon
Hog Rider
Fire Spirit Arrows The Log Witch Giant Skeleton
Witch
Hog Rider Giant Skeleton
Giant Skeleton
Fire Spirit Arrows Hog Rider Witch The Log
The Log
Hog Rider Giant Skeleton

Defense Synergies 2 12

Skeletons
Cannon Fire Spirit Witch Giant Skeleton The Log
Fire Spirit
Skeletons Giant Skeleton The Log
Arrows
Cannon Giant Skeleton
Cannon
Skeletons The Log Arrows Witch
Hog Rider
Witch
Skeletons Cannon Giant Skeleton The Log
Giant Skeleton
Skeletons Fire Spirit Arrows Witch The Log
The Log
Cannon Skeletons Fire Spirit Witch 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.

Cannon The Log
Skeletons Cannon Witch The Log
Cannon Witch Skeletons Fire Spirit Giant Skeleton
Cannon Witch Skeletons
Arrows Giant Skeleton The Log
Arrows The Log Skeletons Fire Spirit Cannon
Fire Spirit Arrows Cannon Witch
Arrows Cannon Giant Skeleton The Log
Cannon Witch Skeletons
Skeletons Fire Spirit Cannon Giant Skeleton
Witch Skeletons Arrows Cannon Giant Skeleton The Log
Arrows Witch
Cannon Skeletons Fire Spirit Witch Giant Skeleton The Log
Fire Spirit Arrows Cannon Witch The Log
Cannon
Cannon The Log
Skeletons Arrows Cannon Witch
Fire Spirit Arrows Cannon Witch The Log
Arrows Witch The Log Fire Spirit Cannon Giant Skeleton
Cannon
Fire Spirit Arrows Cannon Witch Giant Skeleton The Log

Counters to secondary win conditions

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

Skeletons Witch Giant Skeleton
Arrows The Log
Giant Skeleton Skeletons Witch The Log
Giant Skeleton The Log
Giant Skeleton Skeletons Cannon Witch
Fire Spirit Arrows Skeletons Witch
Skeletons Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons Witch The Log
Witch Skeletons Cannon
Witch Giant Skeleton
Arrows Giant Skeleton The Log
Giant Skeleton Skeletons Cannon Witch
Cannon Witch
Witch Skeletons Giant Skeleton The Log
Arrows Cannon Witch Giant Skeleton 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.)

Arrows Giant Skeleton The Log
Arrows The Log
Arrows Giant Skeleton The Log
Arrows Giant Skeleton The Log
Fire Spirit Arrows The Log
Arrows Fire Spirit Witch
Fire Spirit Arrows Witch The Log
Arrows The Log Fire Spirit
Arrows The Log
Fire Spirit
Arrows The Log
Fire Spirit Arrows
Fire Spirit The Log
Arrows
Arrows The Log
Arrows Witch The Log
Arrows The Log
Arrows
Fire Spirit Arrows The Log
Fire Spirit Arrows Witch The Log
Giant Skeleton The Log
Arrows
The Log
Arrows The Log
Arrows The Log Fire Spirit Witch
Witch
Arrows The Log Witch
Arrows Witch The Log
Arrows The Log
Fire Spirit Arrows Witch
Witch
Arrows The Log
Arrows
Giant Skeleton
Arrows The Log
Fire Spirit Witch
Fire Spirit Arrows Witch
Arrows The Log
Arrows The Log
Arrows Giant Skeleton
Witch Giant Skeleton The Log
Witch
Witch Giant Skeleton The Log

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