My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Fireball 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.

Fireball

Dropped at the bridge

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

Electro 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 Knight Firecracker Bomb Tower
The Log
Skeletons Electro Spirit Firecracker Hog Rider
Earthquake
Skeletons Firecracker Bomb Tower Hog Rider
Arrows
Skeletons Electro Spirit Firecracker
Royal Delivery
Skeletons Electro 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 Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Fireball Bomb Tower The Log

Ladder info

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 Knight

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

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

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 Electro Spirit The Log Knight Firecracker Fireball Bomb Tower Hog Rider

Shortest cycle

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

7 Skeletons Electro Spirit The Log Knight

Attack Synergies 5 5

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
Fireball Hog Rider
Knight
Firecracker Hog Rider Fireball The Log
Firecracker
Knight Hog Rider
Fireball
Hog Rider Electro Spirit Knight The Log
Bomb Tower
Hog Rider
Knight Firecracker Fireball The Log Electro Spirit
The Log
Hog Rider Knight Fireball

Defense Synergies 5 10

Skeletons
Electro Spirit Knight Firecracker Bomb Tower The Log
Electro Spirit
Skeletons The Log
Knight
Firecracker Bomb Tower Skeletons Fireball The Log
Firecracker
Knight The Log Skeletons Bomb Tower
Fireball
The Log Knight Bomb Tower
Bomb Tower
Knight The Log Skeletons Firecracker Fireball
Hog Rider
The Log
Firecracker Fireball Bomb Tower Skeletons Electro Spirit Knight

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.

Knight Firecracker Fireball The Log
Bomb Tower Skeletons Knight Firecracker The Log
Bomb Tower Skeletons Knight
Bomb Tower Skeletons Knight Firecracker
Firecracker Fireball Bomb Tower The Log
Fireball The Log Skeletons Electro Spirit Firecracker Bomb Tower
Electro Spirit Firecracker Fireball Bomb Tower
Electro Spirit Fireball Bomb Tower The Log
Skeletons Bomb Tower
Knight Skeletons Firecracker
Skeletons Electro Spirit Knight Firecracker Fireball Bomb Tower The Log
Firecracker Fireball
Bomb Tower Skeletons Knight Fireball The Log
Fireball Bomb Tower Electro Spirit Firecracker The Log
Knight Bomb Tower
Bomb Tower Fireball The Log
Bomb Tower Skeletons Knight Firecracker Fireball
Fireball Bomb Tower Electro Spirit Knight Firecracker The Log
Bomb Tower The Log Electro Spirit Knight Firecracker Fireball
Bomb Tower
Electro Spirit Knight Firecracker Fireball Bomb Tower The Log

Counters to secondary win conditions

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

Knight Skeletons Fireball
Fireball Knight Firecracker Bomb Tower The Log
Skeletons Knight Bomb Tower The Log
Knight Fireball The Log
Skeletons Knight
Firecracker Fireball Skeletons Electro Spirit Bomb Tower
Skeletons Knight Fireball Bomb Tower
Knight Bomb Tower
Skeletons Electro Spirit Knight Firecracker Fireball Bomb Tower The Log
Skeletons
Knight Bomb Tower
Fireball The Log
Skeletons Knight Fireball Bomb Tower
Firecracker Fireball Bomb Tower
Skeletons Electro Spirit Knight Firecracker Fireball Bomb Tower The Log
Electro Spirit Firecracker Fireball Bomb Tower The Log
Electro Spirit Fireball Bomb Tower
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.)

Fireball Knight Firecracker The Log
Firecracker Fireball The Log
Fireball The Log
Knight Firecracker Fireball The Log
Fireball Firecracker The Log
Firecracker Fireball Electro Spirit
Firecracker The Log
Fireball The Log Firecracker
Fireball The Log Firecracker
Fireball
Firecracker Knight Fireball The Log
Fireball Firecracker
Knight Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log
Firecracker Fireball The Log
Firecracker Fireball The Log
Fireball
Firecracker Fireball The Log
Firecracker Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Firecracker The Log Electro Spirit Fireball
Firecracker Fireball The Log
Fireball The Log
Fireball Firecracker The Log
Firecracker Fireball
Electro Spirit Firecracker Fireball
Fireball
Fireball The Log
Electro Spirit Firecracker Fireball
Firecracker Fireball The Log
Electro Spirit Fireball
Fireball Firecracker
The Log Fireball
Fireball Knight Firecracker
The Log Firecracker Fireball
Fireball
Firecracker
Electro Spirit Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log
Fireball Firecracker

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