My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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.

Goblin Gang 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.

Goblin Gang 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.

Knight Goblin Gang 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.

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

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.

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.

Goblin Gang 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 The Log Knight Goblin Gang Firecracker Fireball Bomb Tower Hog Rider

Shortest cycle

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

9 Skeletons The Log Knight Goblin Gang

Attack Synergies 7 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
Knight
Goblin Gang Firecracker Hog Rider Fireball The Log
Goblin Gang
Knight Hog Rider Firecracker
Firecracker
Knight Hog Rider Goblin Gang
Fireball
Hog Rider Knight The Log
Bomb Tower
Hog Rider
Knight Goblin Gang Firecracker Fireball The Log
The Log
Hog Rider Knight Fireball

Defense Synergies 6 11

Skeletons
Knight Firecracker Bomb Tower The Log
Knight
Goblin Gang Firecracker Bomb Tower Skeletons Fireball The Log
Goblin Gang
Knight Firecracker Bomb Tower The Log
Firecracker
Knight The Log Skeletons Goblin Gang Bomb Tower
Fireball
The Log Knight Bomb Tower
Bomb Tower
Knight The Log Skeletons Goblin Gang Firecracker Fireball
Hog Rider
The Log
Firecracker Fireball Bomb Tower Skeletons Knight Goblin Gang

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 Goblin Gang Firecracker The Log
Goblin Gang Bomb Tower Skeletons Knight
Bomb Tower Skeletons Knight Goblin Gang Firecracker
Firecracker Fireball Bomb Tower The Log
Goblin Gang Fireball The Log Skeletons Firecracker Bomb Tower
Goblin Gang Firecracker Fireball Bomb Tower
Fireball Bomb Tower The Log
Skeletons Goblin Gang Bomb Tower
Knight Goblin Gang Skeletons Firecracker
Goblin Gang Skeletons Knight Firecracker Fireball Bomb Tower The Log
Goblin Gang Firecracker Fireball
Bomb Tower Skeletons Knight Goblin Gang Fireball The Log
Fireball Bomb Tower Goblin Gang Firecracker The Log
Knight Goblin Gang Bomb Tower
Bomb Tower Goblin Gang Fireball The Log
Bomb Tower Skeletons Knight Goblin Gang Firecracker Fireball
Fireball Bomb Tower Knight Goblin Gang Firecracker The Log
Bomb Tower The Log Knight Firecracker Fireball
Bomb Tower
Goblin Gang 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 Goblin Gang Skeletons Fireball
Fireball Knight Goblin Gang Firecracker Bomb Tower The Log
Goblin Gang Skeletons Knight Bomb Tower The Log
Goblin Gang Knight Fireball The Log
Skeletons Knight Goblin Gang
Firecracker Fireball Skeletons Goblin Gang Bomb Tower
Goblin Gang Skeletons Knight Fireball Bomb Tower
Knight Bomb Tower
Skeletons Knight Firecracker Fireball Bomb Tower The Log
Skeletons Goblin Gang
Knight Bomb Tower
Fireball The Log
Skeletons Knight Goblin Gang Fireball Bomb Tower
Firecracker Fireball Bomb Tower
Goblin Gang Skeletons Knight Firecracker Fireball Bomb Tower The Log
Firecracker Fireball Bomb Tower 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.)

Fireball Knight Firecracker The Log
Firecracker Fireball The Log
Fireball The Log
Knight Firecracker Fireball The Log
Fireball Firecracker The Log
Firecracker Fireball
Firecracker The Log
Fireball The Log Firecracker
Fireball The Log Firecracker
Goblin Gang 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 Fireball
Firecracker Fireball The Log
Fireball The Log
Fireball Firecracker The Log
Firecracker Fireball
Firecracker Fireball
Fireball
Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log
Goblin Gang Fireball
Fireball Firecracker
The Log Fireball
Fireball Knight Goblin Gang Firecracker
The Log Firecracker Fireball
Fireball
Firecracker
Goblin Gang Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log

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