My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
F2P score
Good

1 problems Why?

Missing cards in your collection

Rune Giant

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

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

Zappies Little Prince

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 Zappies Little Prince

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 Rage

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.

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.

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 Zappies Little Prince
Zap
Skeletons Cannon Zappies Little Prince
Barbarian Barrel
Skeletons Knight Cannon Zappies Little Prince
The Log
Skeletons Cannon Hog Rider Zappies Little Prince
Earthquake
Skeletons Cannon Hog Rider Zappies
Arrows
Skeletons Zappies Little Prince
Royal Delivery
Skeletons Knight Hog Rider Zappies Little Prince
Fireball
Cannon Hog Rider Zappies Little Prince
Poison
Cannon Zappies Little Prince
Lightning
Knight Cannon Little Prince
Rocket
Hog Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake

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 Rage

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.

Skeletons Rage Knight Cannon Earthquake Little Prince Hog Rider Zappies

Shortest cycle

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

9 Skeletons Rage Knight Cannon

Attack Synergies 3 6

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
Hog Rider Earthquake Zappies Little Prince
Cannon
Earthquake
Hog Rider Knight
Hog Rider
Knight Earthquake Rage Zappies Little Prince
Zappies
Knight Hog Rider Rage
Rage
Hog Rider Zappies
Little Prince
Knight Hog Rider

Defense Synergies 3 9

Skeletons
Cannon Knight Earthquake Zappies Little Prince
Knight
Cannon Little Prince Skeletons Earthquake Zappies
Cannon
Skeletons Knight Earthquake Little Prince
Earthquake
Skeletons Knight Cannon Zappies
Hog Rider
Zappies
Skeletons Knight Earthquake
Rage
Little Prince
Knight Skeletons Cannon

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 Cannon Zappies
Skeletons Knight Cannon Zappies
Cannon Skeletons Knight Zappies
Cannon Skeletons Knight Zappies
Earthquake
Skeletons Cannon Earthquake Zappies
Cannon Zappies Little Prince
Earthquake Cannon
Cannon Zappies Skeletons
Knight Skeletons Cannon Zappies Little Prince
Skeletons Knight Cannon Earthquake Zappies
Zappies
Cannon Skeletons Knight Earthquake Zappies
Cannon Earthquake Zappies
Knight Cannon Zappies
Cannon Zappies
Skeletons Knight Cannon Zappies
Cannon Knight Zappies Little Prince
Earthquake Knight Cannon Zappies Little Prince
Cannon Zappies
Knight Cannon Earthquake Zappies Little Prince
Cannon

Counters to secondary win conditions

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

Knight Skeletons Zappies
Knight
Zappies Skeletons Knight
Knight Zappies
Skeletons Knight Cannon Zappies
Skeletons Zappies
Skeletons Knight Zappies
Knight Zappies
Skeletons Knight Zappies
Skeletons Cannon Zappies
Knight Zappies
Skeletons Knight Cannon Zappies
Cannon Zappies
Zappies Skeletons Knight Little Prince
Cannon Earthquake Zappies
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 Knight
Earthquake
Earthquake Knight
Earthquake
Earthquake
Earthquake
Knight Earthquake
Earthquake Knight
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake Little Prince
Earthquake
Earthquake
Earthquake Little Prince
Earthquake
Little Prince
Zappies
Earthquake
Zappies
Earthquake
Earthquake Zappies
Zappies
Knight
Earthquake
Zappies
Zappies
Little Prince

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