My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
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.

Skeletons Knight Firecracker Electro Giant

Offensive cards

Win conditions

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

Hog Rider Electro Giant

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.

Hog Rider Electro Giant

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 Hog Rider Electro Giant

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Electro Giant 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 Electro Giant

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.

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.

Great!

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 Cannon Firecracker Fireball Hog Rider Electro Giant

Shortest cycle

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

9 Skeletons The Log Knight Cannon

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
Knight
Firecracker Hog Rider Fireball The Log
Cannon
Firecracker
Knight Hog Rider
Fireball
Hog Rider Knight The Log
Hog Rider
Knight Firecracker Fireball The Log
Electro Giant
The Log
Hog Rider Knight Fireball

Defense Synergies 6 8

Skeletons
Cannon Knight Firecracker The Log
Knight
Cannon Firecracker Skeletons Fireball The Log
Cannon
Skeletons Knight The Log Firecracker Fireball Electro Giant
Firecracker
Knight The Log Skeletons Cannon
Fireball
The Log Knight Cannon
Hog Rider
Electro Giant
Cannon
The Log
Cannon Firecracker Fireball Skeletons 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 Cannon Firecracker Fireball The Log
Skeletons Knight Cannon Firecracker The Log
Cannon Skeletons Knight
Cannon Skeletons Knight Firecracker
Firecracker Fireball The Log
Fireball The Log Skeletons Cannon Firecracker
Cannon Firecracker Fireball
Cannon Fireball Electro Giant The Log
Cannon Skeletons
Knight Skeletons Cannon Firecracker
Skeletons Knight Cannon Firecracker Fireball Electro Giant The Log
Firecracker Fireball
Cannon Skeletons Knight Fireball The Log
Fireball Cannon Firecracker The Log
Knight Cannon
Cannon Fireball Electro Giant The Log
Skeletons Knight Cannon Firecracker Fireball
Cannon Fireball Knight Firecracker The Log
The Log Knight Cannon Firecracker Fireball
Cannon
Knight Cannon Firecracker Fireball Electro Giant The Log
Cannon

Counters to secondary win conditions

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

Knight Skeletons Fireball Electro Giant
Fireball Knight Firecracker The Log
Skeletons Knight The Log
Knight Fireball The Log
Skeletons Knight Cannon
Firecracker Fireball Electro Giant Skeletons
Skeletons Knight Fireball
Knight
Skeletons Knight Firecracker Fireball The Log
Skeletons Cannon
Knight
Fireball Electro Giant The Log
Skeletons Knight Cannon Fireball
Cannon Firecracker Fireball Electro Giant
Electro Giant Skeletons Knight Firecracker Fireball The Log
Cannon Firecracker Fireball Electro Giant The Log
Cannon 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 Knight Firecracker The Log
Firecracker Fireball The Log
Fireball The Log
Knight Firecracker Fireball The Log
Fireball Firecracker The Log
Firecracker Fireball Electro Giant
Firecracker The Log
Fireball The Log Firecracker
Fireball The Log Firecracker
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 Electro Giant The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Firecracker Electro Giant The Log Fireball
Firecracker Fireball The Log
Fireball The Log
Fireball Firecracker The Log
Firecracker Fireball Electro Giant
Firecracker Fireball Electro Giant
Fireball
Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log
Fireball
Fireball Firecracker
The Log Fireball
Fireball Knight Firecracker
The Log Firecracker Fireball
Fireball Electro Giant
Firecracker
Electro Giant Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball Electro Giant The Log
Fireball Firecracker

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