My Best Clash Royale Deck

Deck Check Rating

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

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.

Ice Spirit 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.

Arrows 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

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.

Ice Spirit 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
Hog Rider Guards
Giant Snowball
Cannon Hog Rider Guards
Zap
Cannon Firecracker Guards
Barbarian Barrel
Ice Spirit Cannon Firecracker Guards
The Log
Ice Spirit Cannon Firecracker Hog Rider Guards
Earthquake
Cannon Firecracker Hog Rider Guards
Arrows
Ice Spirit Firecracker Guards
Royal Delivery
Ice Spirit Firecracker Hog Rider Guards
Fireball
Cannon Firecracker Hog Rider
Poison
Cannon Firecracker Guards
Lightning
Cannon
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Firecracker 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.

Ice Spirit Arrows Guards

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.

Ice 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit The Log Arrows Cannon Firecracker Earthquake Guards Hog Rider

Shortest cycle

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

9 Ice Spirit The Log Arrows Cannon

Attack Synergies 5 7

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.

Ice Spirit
Hog Rider Firecracker Guards
Arrows
Hog Rider Earthquake
Cannon
Firecracker
Hog Rider Ice Spirit Earthquake
Earthquake
Hog Rider Arrows Firecracker The Log
Hog Rider
Ice Spirit Arrows Firecracker Earthquake The Log Guards
Guards
Ice Spirit Hog Rider The Log
The Log
Hog Rider Earthquake Guards

Defense Synergies 2 13

Ice Spirit
Cannon Firecracker Earthquake Guards The Log
Arrows
Cannon
Cannon
The Log Ice Spirit Arrows Firecracker Earthquake Guards
Firecracker
The Log Ice Spirit Cannon Earthquake Guards
Earthquake
Ice Spirit Cannon Firecracker The Log
Hog Rider
Guards
Ice Spirit Cannon Firecracker The Log
The Log
Cannon Firecracker Ice Spirit Earthquake Guards

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 Firecracker The Log
Ice Spirit Cannon Firecracker The Log
Cannon
Cannon Firecracker Guards
Arrows Firecracker Earthquake The Log
Arrows The Log Cannon Firecracker Earthquake Guards
Ice Spirit Arrows Cannon Firecracker
Earthquake Arrows Cannon The Log
Cannon
Guards Ice Spirit Cannon Firecracker
Guards Arrows Cannon Firecracker Earthquake The Log
Arrows Firecracker
Cannon Ice Spirit Earthquake Guards The Log
Ice Spirit Arrows Cannon Firecracker Earthquake Guards The Log
Cannon
Ice Spirit Cannon The Log
Arrows Cannon Firecracker
Ice Spirit Arrows Cannon Firecracker Guards The Log
Arrows Earthquake The Log Ice Spirit Cannon Firecracker Guards
Cannon
Arrows Cannon Firecracker Earthquake Guards The Log

Counters to secondary win conditions

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

Guards
Arrows Firecracker The Log
Guards Ice Spirit The Log
Guards The Log
Cannon Guards
Arrows Firecracker Ice Spirit
Guards
Ice Spirit Firecracker The Log
Cannon Guards
Guards
Arrows Guards The Log
Cannon Guards
Cannon Firecracker
Guards Ice Spirit Firecracker The Log
Arrows Cannon Firecracker Earthquake The Log
Arrows Cannon

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 Arrows Firecracker Guards The Log
Arrows Firecracker The Log
Earthquake Arrows The Log
Earthquake Arrows Firecracker Guards The Log
Arrows Firecracker Earthquake The Log
Arrows Firecracker Ice Spirit
Arrows Firecracker Earthquake The Log
Arrows Earthquake The Log Ice Spirit Firecracker
Arrows The Log Firecracker
Guards
Firecracker Arrows Earthquake The Log
Arrows Firecracker
Earthquake Firecracker The Log
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker The Log
Earthquake Arrows Firecracker The Log
Earthquake Arrows Firecracker The Log
Arrows Earthquake
Arrows Firecracker Earthquake The Log
Arrows Firecracker Earthquake The Log
Earthquake The Log
Arrows
The Log
Earthquake Arrows The Log
Arrows Firecracker Earthquake The Log Ice Spirit
Arrows Firecracker The Log Earthquake
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker
Ice Spirit Firecracker Guards
Arrows Earthquake The Log
Ice Spirit Arrows Firecracker
Arrows Firecracker Earthquake The Log
Earthquake Ice Spirit Guards
Arrows Firecracker
Arrows The Log
Firecracker
Arrows The Log Firecracker Earthquake
Arrows
Firecracker
Ice Spirit Firecracker Guards The Log
Firecracker
Firecracker The Log
Firecracker

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