My Best Clash Royale Deck

Deck Check Rating

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Archer Queen

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 Archer Queen

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Hogs

Damage spells

Spells in your deck. Having at least one or two is recommended.

Giant Snowball Earthquake The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Hogs

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.

Fire Spirit Royal Hogs Archer Queen

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.

Royal Hogs

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 Royal Hogs
Giant Snowball
Skeletons Fire Spirit Cannon Royal Hogs
Zap
Skeletons Fire Spirit Cannon Royal Hogs
Barbarian Barrel
Skeletons Fire Spirit Cannon Royal Hogs
The Log
Skeletons Fire Spirit Cannon Royal Hogs
Earthquake
Skeletons Cannon Royal Hogs
Arrows
Skeletons Fire Spirit Royal Hogs
Royal Delivery
Skeletons Fire Spirit Royal Hogs
Fireball
Cannon Royal Hogs
Poison
Cannon Royal Hogs
Lightning
Cannon Archer Queen
Rocket
Royal Hogs Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Giant Snowball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Giant Snowball Earthquake 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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Giant Snowball The Log Cannon Earthquake Royal Hogs Archer Queen

Shortest cycle

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

6 Skeletons Fire Spirit Giant Snowball The Log

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
Giant Snowball Royal Hogs
Giant Snowball
Earthquake Royal Hogs Fire Spirit The Log
Cannon
Earthquake
Giant Snowball Royal Hogs The Log
Royal Hogs
Giant Snowball Earthquake Fire Spirit The Log Archer Queen
The Log
Giant Snowball Earthquake Royal Hogs
Archer Queen
Royal Hogs

Defense Synergies 3 15

Skeletons
Cannon Fire Spirit Giant Snowball Earthquake The Log Archer Queen
Fire Spirit
Skeletons Giant Snowball The Log Archer Queen
Giant Snowball
Skeletons Fire Spirit Cannon Earthquake The Log Archer Queen
Cannon
Skeletons The Log Giant Snowball Earthquake Archer Queen
Earthquake
Skeletons Giant Snowball Cannon The Log
Royal Hogs
The Log
Cannon Archer Queen Skeletons Fire Spirit Giant Snowball Earthquake
Archer Queen
The Log Skeletons Fire Spirit Giant Snowball Cannon

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 Cannon The Log
Skeletons Cannon The Log
Cannon Skeletons Fire Spirit Giant Snowball
Cannon Skeletons
Earthquake The Log
The Log Skeletons Fire Spirit Giant Snowball Cannon Earthquake
Giant Snowball Fire Spirit Cannon
Earthquake Cannon The Log
Cannon Skeletons Archer Queen
Skeletons Fire Spirit Giant Snowball Cannon
Skeletons Giant Snowball Cannon Earthquake The Log
Giant Snowball
Cannon Skeletons Fire Spirit Giant Snowball Earthquake The Log
Fire Spirit Giant Snowball Cannon Earthquake The Log
Cannon
Giant Snowball Cannon The Log
Skeletons Cannon
Fire Spirit Cannon Giant Snowball The Log
Giant Snowball Earthquake The Log Fire Spirit Cannon
Cannon
Fire Spirit Giant Snowball Cannon Earthquake The Log

Counters to secondary win conditions

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

Skeletons Giant Snowball
Giant Snowball The Log
Skeletons The Log
The Log
Skeletons Cannon
Fire Spirit Skeletons Giant Snowball
Skeletons
Skeletons Giant Snowball The Log
Skeletons Cannon
Giant Snowball The Log Archer Queen
Skeletons Cannon
Cannon
Skeletons The Log Archer Queen
Giant Snowball Cannon Earthquake The Log Archer Queen

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 The Log
Giant Snowball The Log
Earthquake The Log
Earthquake The Log
Fire Spirit Giant Snowball Earthquake The Log
Fire Spirit Giant Snowball
Fire Spirit Earthquake The Log
Earthquake The Log Fire Spirit Giant Snowball
The Log Giant Snowball
Fire Spirit Giant Snowball
Earthquake The Log
Fire Spirit Giant Snowball Archer Queen
Earthquake Fire Spirit Giant Snowball The Log
Earthquake
Earthquake Giant Snowball The Log
Earthquake Giant Snowball The Log
Earthquake The Log
Giant Snowball Earthquake
Fire Spirit Giant Snowball Earthquake The Log
Fire Spirit Giant Snowball Earthquake The Log
Earthquake The Log
Giant Snowball
The Log
Earthquake Giant Snowball The Log
Giant Snowball Earthquake The Log Fire Spirit
The Log Giant Snowball Earthquake
Giant Snowball The Log
The Log
Fire Spirit Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball Earthquake The Log
Giant Snowball
Giant Snowball Earthquake The Log
Earthquake Fire Spirit
Fire Spirit Giant Snowball Archer Queen
The Log
The Log Giant Snowball Earthquake
Giant Snowball Archer Queen
Archer Queen
Giant Snowball The Log Archer Queen
Giant Snowball Archer Queen
Giant Snowball The Log Archer Queen

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