My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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!
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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Arrows 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.

Missing

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 Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker 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 Arrows Knight

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.

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

Shortest cycle

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

7 Skeletons Electro Spirit The Log Arrows

Attack Synergies 5 3

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

Defense Synergies 4 10

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

Counters to secondary win conditions

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

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

Arrows Knight Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Knight Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker Electro Spirit
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Firecracker Arrows Knight The Log
Arrows Firecracker
Knight Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Arrows Firecracker The Log
Arrows Firecracker The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log Electro Spirit
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker
Electro Spirit Firecracker
Arrows The Log
Electro Spirit Arrows Firecracker
Arrows Firecracker The Log
Electro Spirit
Arrows Firecracker
Arrows The Log
Knight Firecracker
Arrows The Log Firecracker
Arrows
Firecracker
Electro Spirit Firecracker The Log
Firecracker
Firecracker The Log
Firecracker

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