My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro Wizard

Defensive buildings

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

Missing

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 Electro Wizard Mega Knight

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 The Log

Punishments

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

Hog Rider Mega Knight

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.

Knight Hog Rider Mega Knight

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 Electro Wizard

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 Knight Firecracker Electro Wizard
The Log
Skeletons Firecracker Hog Rider
Earthquake
Skeletons Firecracker Hog Rider
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Knight Firecracker Hog Rider Electro Wizard
Fireball
Firecracker Hog Rider Electro Wizard
Poison
Firecracker Electro Wizard
Lightning
Knight Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Earthquake The Log Mega Knight

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 Mega 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.

Electro Wizard

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 The Log Knight Firecracker Earthquake Hog Rider Electro Wizard Mega Knight

Shortest cycle

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

9 Skeletons The Log Knight Firecracker

Attack Synergies 5 11

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
Firecracker Hog Rider Earthquake The Log Electro Wizard
Firecracker
Knight Hog Rider Earthquake Mega Knight
Earthquake
Hog Rider Knight Firecracker The Log Mega Knight
Hog Rider
Knight Firecracker Earthquake The Log Electro Wizard Mega Knight
The Log
Hog Rider Knight Earthquake Mega Knight
Electro Wizard
Knight Hog Rider Mega Knight
Mega Knight
Firecracker Earthquake Hog Rider The Log Electro Wizard

Defense Synergies 3 15

Skeletons
Knight Firecracker Earthquake The Log Electro Wizard
Knight
Firecracker Electro Wizard Skeletons Earthquake The Log
Firecracker
Knight The Log Skeletons Earthquake Electro Wizard Mega Knight
Earthquake
Skeletons Knight Firecracker The Log Mega Knight
Hog Rider
The Log
Firecracker Skeletons Knight Earthquake Electro Wizard Mega Knight
Electro Wizard
Knight Skeletons Firecracker The Log Mega Knight
Mega Knight
Firecracker Earthquake The Log Electro Wizard

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 The Log Electro Wizard
Skeletons Knight Firecracker The Log Electro Wizard Mega Knight
Mega Knight Skeletons Knight Electro Wizard
Skeletons Knight Firecracker Electro Wizard Mega Knight
Firecracker Earthquake The Log Mega Knight
The Log Skeletons Firecracker Earthquake Electro Wizard Mega Knight
Electro Wizard Firecracker
Earthquake The Log Electro Wizard Mega Knight
Skeletons
Knight Skeletons Firecracker Electro Wizard Mega Knight
Electro Wizard Skeletons Knight Firecracker Earthquake The Log Mega Knight
Firecracker Electro Wizard
Mega Knight Skeletons Knight Earthquake The Log Electro Wizard
Mega Knight Firecracker Earthquake The Log Electro Wizard
Knight Electro Wizard Mega Knight
The Log Electro Wizard Mega Knight
Mega Knight Skeletons Knight Firecracker Electro Wizard
Mega Knight Knight Firecracker The Log Electro Wizard
Earthquake The Log Knight Firecracker Electro Wizard Mega Knight
Electro Wizard
Mega Knight Knight Firecracker Earthquake The Log Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Skeletons Electro Wizard
Electro Wizard Knight Firecracker The Log Mega Knight
Mega Knight Skeletons Knight The Log Electro Wizard
Mega Knight Knight The Log Electro Wizard
Skeletons Knight Mega Knight
Firecracker Skeletons Electro Wizard
Skeletons Knight Electro Wizard
Mega Knight Knight
Electro Wizard Mega Knight Skeletons Knight Firecracker The Log
Skeletons
Mega Knight Knight
Mega Knight The Log Electro Wizard
Mega Knight Skeletons Knight
Firecracker Mega Knight
Electro Wizard Skeletons Knight Firecracker The Log
Mega Knight Firecracker Earthquake The Log Electro Wizard
Electro Wizard
Mega Knight

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 The Log
Firecracker The Log Electro Wizard
Earthquake The Log
Earthquake Knight Firecracker The Log
Firecracker Earthquake The Log Mega Knight
Firecracker
Firecracker Earthquake The Log
Earthquake The Log Firecracker
The Log Firecracker
Electro Wizard
Firecracker Knight Earthquake The Log Electro Wizard
Firecracker
Earthquake Knight Firecracker The Log
Earthquake Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake Firecracker The Log Mega Knight
Earthquake
Firecracker Earthquake The Log Electro Wizard Mega Knight
Firecracker Earthquake The Log Mega Knight
Earthquake The Log Mega Knight
The Log
Earthquake The Log
Firecracker Earthquake The Log Mega Knight
Firecracker The Log Earthquake Electro Wizard
The Log Mega Knight
Firecracker The Log
Firecracker Electro Wizard
Electro Wizard Firecracker
Earthquake The Log Mega Knight
Firecracker Electro Wizard
Mega Knight
Firecracker Earthquake The Log
Earthquake Electro Wizard
Firecracker Electro Wizard
The Log
Knight Firecracker Electro Wizard Mega Knight
The Log Firecracker Earthquake
Firecracker Mega Knight
Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard Mega Knight
Firecracker Mega Knight

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