My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Cannon

Investments

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

Firecracker Mega Knight

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

Damage spells

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

Zap Fireball

Punishments

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

Hog Rider Wall Breakers Mega Knight

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.

Hog Rider Wall Breakers 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

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
Hog Rider Wall Breakers Skeleton Army
Giant Snowball
Cannon Hog Rider Wall Breakers Skeleton Army
Zap
Cannon Firecracker Wall Breakers Skeleton Army
Barbarian Barrel
Cannon Firecracker Wall Breakers Skeleton Army
The Log
Cannon Firecracker Hog Rider Wall Breakers Skeleton Army
Earthquake
Cannon Firecracker Hog Rider Skeleton Army
Arrows
Firecracker Wall Breakers Skeleton Army
Royal Delivery
Firecracker Hog Rider Wall Breakers Skeleton Army
Fireball
Cannon Firecracker Hog Rider Wall Breakers Skeleton Army
Poison
Cannon Firecracker Skeleton Army
Lightning
Cannon
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Fireball Mega Knight

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.

Skeleton Army Mega 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 Skeleton Army

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.

Zap Wall Breakers Cannon Firecracker Skeleton Army Fireball Hog Rider Mega Knight

Shortest cycle

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

10 Zap Wall Breakers Cannon Firecracker

Attack Synergies 5 8

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.

Zap
Firecracker Fireball Hog Rider Wall Breakers Mega Knight
Cannon
Firecracker
Zap Hog Rider Wall Breakers Mega Knight
Fireball
Zap Hog Rider Wall Breakers Mega Knight
Hog Rider
Zap Firecracker Fireball Mega Knight
Wall Breakers
Zap Firecracker Fireball Mega Knight
Skeleton Army
Mega Knight
Zap Firecracker Fireball Hog Rider Wall Breakers

Defense Synergies 3 8

Zap
Cannon Fireball Mega Knight Firecracker Skeleton Army
Cannon
Zap Firecracker Fireball Skeleton Army
Firecracker
Zap Cannon Skeleton Army Mega Knight
Fireball
Zap Cannon Mega Knight
Hog Rider
Wall Breakers
Skeleton Army
Zap Cannon Firecracker
Mega Knight
Zap Firecracker Fireball

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.

Zap Cannon Firecracker Fireball
Skeleton Army Zap Cannon Firecracker Mega Knight
Cannon Skeleton Army Mega Knight
Cannon Skeleton Army Firecracker Mega Knight
Firecracker Fireball Skeleton Army Mega Knight
Fireball Skeleton Army Zap Cannon Firecracker Mega Knight
Zap Cannon Firecracker Fireball
Zap Cannon Fireball Mega Knight
Cannon Skeleton Army
Skeleton Army Cannon Firecracker Mega Knight
Skeleton Army Zap Cannon Firecracker Fireball Mega Knight
Zap Firecracker Fireball
Cannon Skeleton Army Mega Knight Zap Fireball
Fireball Skeleton Army Mega Knight Zap Cannon Firecracker
Skeleton Army Cannon Mega Knight
Skeleton Army Zap Cannon Fireball Mega Knight
Mega Knight Cannon Firecracker Fireball Skeleton Army
Cannon Fireball Mega Knight Zap Firecracker Skeleton Army
Zap Cannon Firecracker Fireball Mega Knight
Cannon
Skeleton Army Mega Knight Cannon Firecracker Fireball

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Fireball
Fireball Zap Firecracker Mega Knight
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Zap Fireball
Cannon Skeleton Army Mega Knight
Firecracker Fireball Zap
Skeleton Army Fireball
Mega Knight Skeleton Army
Zap Mega Knight Firecracker Fireball Skeleton Army
Cannon Skeleton Army
Mega Knight
Skeleton Army Mega Knight Zap Fireball
Skeleton Army Mega Knight Cannon Fireball
Cannon Firecracker Fireball Skeleton Army Mega Knight
Skeleton Army Zap Firecracker Fireball
Mega Knight Zap Cannon Firecracker Fireball

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 Firecracker
Firecracker Fireball Zap
Fireball
Firecracker Fireball
Fireball Zap Firecracker Mega Knight
Firecracker Fireball Zap
Firecracker
Fireball Zap Firecracker
Fireball Zap Firecracker
Fireball
Firecracker Zap Fireball
Fireball Zap Firecracker
Firecracker Fireball
Firecracker Fireball
Zap Firecracker Fireball
Zap Firecracker Fireball
Firecracker Fireball Mega Knight
Fireball
Zap Firecracker Fireball Mega Knight
Zap Firecracker Fireball Mega Knight
Fireball Mega Knight
Fireball
Zap Fireball
Zap Firecracker Fireball Mega Knight
Firecracker Fireball Zap
Fireball Zap Mega Knight
Fireball Zap Firecracker
Zap Firecracker Fireball
Zap Firecracker Fireball
Fireball
Zap Fireball Mega Knight
Zap Firecracker Fireball
Mega Knight
Firecracker Fireball
Zap Fireball Skeleton Army
Fireball Zap Firecracker
Fireball
Fireball Firecracker Mega Knight
Zap Firecracker Fireball
Zap Fireball
Firecracker Mega Knight
Zap Firecracker Fireball
Firecracker Zap Fireball
Zap Firecracker Fireball Mega Knight

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