My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

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 Tombstone Electro Wizard Monk

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

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.

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.

Firecracker Hog Rider Electro Wizard Monk

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 Tombstone Hog Rider
Zap
Skeletons Firecracker Tombstone
Barbarian Barrel
Skeletons Knight Firecracker Tombstone Electro Wizard
The Log
Skeletons Firecracker Tombstone Hog Rider
Earthquake
Skeletons Firecracker Tombstone Hog Rider
Arrows
Skeletons Firecracker Tombstone
Royal Delivery
Skeletons Knight Firecracker Hog Rider Electro Wizard
Fireball
Firecracker Tombstone Hog Rider Electro Wizard
Poison
Firecracker Tombstone Electro Wizard
Lightning
Knight Tombstone Electro Wizard Monk
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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.

Arrows Knight Tombstone

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.

Electro Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Knight Firecracker Tombstone Hog Rider Electro Wizard Monk

Shortest cycle

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

10 Skeletons Arrows Knight Firecracker

Attack Synergies 4 4

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
Arrows
Hog Rider Knight
Knight
Firecracker Hog Rider Arrows Electro Wizard
Firecracker
Knight Hog Rider Monk
Tombstone
Hog Rider
Arrows Knight Firecracker Electro Wizard
Electro Wizard
Knight Hog Rider
Monk
Firecracker

Defense Synergies 2 11

Skeletons
Knight Firecracker Tombstone Electro Wizard Monk
Arrows
Knight Tombstone Monk
Knight
Firecracker Electro Wizard Skeletons Arrows
Firecracker
Knight Skeletons Tombstone Electro Wizard
Tombstone
Skeletons Arrows Firecracker Electro Wizard
Hog Rider
Electro Wizard
Knight Skeletons Firecracker Tombstone
Monk
Skeletons Arrows

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 Tombstone Electro Wizard
Skeletons Knight Firecracker Tombstone Electro Wizard Monk
Skeletons Knight Tombstone Electro Wizard
Skeletons Knight Firecracker Tombstone Electro Wizard Monk
Arrows Firecracker Tombstone Monk
Arrows Skeletons Firecracker Electro Wizard
Electro Wizard Arrows Firecracker Tombstone
Arrows Electro Wizard Monk
Skeletons Tombstone
Knight Skeletons Firecracker Electro Wizard
Electro Wizard Skeletons Arrows Knight Firecracker Tombstone
Arrows Firecracker Electro Wizard
Tombstone Skeletons Knight Electro Wizard
Arrows Firecracker Tombstone Electro Wizard
Knight Tombstone Electro Wizard
Monk Electro Wizard
Skeletons Arrows Knight Firecracker Tombstone Electro Wizard
Arrows Tombstone Knight Firecracker Electro Wizard
Arrows Knight Firecracker Tombstone Electro Wizard
Electro Wizard
Arrows Knight Firecracker Electro Wizard
Tombstone

Counters to secondary win conditions

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

Knight Skeletons Tombstone Electro Wizard
Electro Wizard Arrows Knight Firecracker Monk
Tombstone Skeletons Knight Electro Wizard
Knight Electro Wizard Monk
Skeletons Knight Tombstone
Arrows Firecracker Skeletons Electro Wizard Monk
Skeletons Knight Tombstone Electro Wizard
Knight
Electro Wizard Skeletons Knight Firecracker Tombstone Monk
Skeletons Tombstone
Knight Tombstone
Monk Arrows Electro Wizard
Skeletons Knight Tombstone
Firecracker
Tombstone Electro Wizard Skeletons Knight Firecracker Monk
Arrows Firecracker Electro Wizard
Arrows Tombstone Electro Wizard

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 Monk
Arrows Firecracker Monk Electro Wizard
Arrows
Arrows Knight Firecracker
Arrows Firecracker
Arrows Firecracker Monk
Arrows Firecracker
Arrows Firecracker
Arrows Monk Firecracker
Electro Wizard
Firecracker Monk Arrows Knight Electro Wizard
Monk Arrows Firecracker
Knight Firecracker
Arrows Firecracker Monk
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Monk Arrows
Arrows Firecracker Electro Wizard Monk
Arrows Firecracker Monk
Monk
Arrows
Monk
Arrows Monk
Arrows Firecracker
Arrows Firecracker Electro Wizard Monk
Arrows Monk
Arrows Firecracker
Arrows Firecracker Electro Wizard
Electro Wizard Firecracker
Arrows
Arrows Firecracker Electro Wizard Monk
Arrows Firecracker Monk
Electro Wizard Tombstone
Arrows Firecracker Electro Wizard Monk
Arrows
Knight Firecracker Electro Wizard
Arrows Firecracker
Monk Arrows
Firecracker
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard Monk
Firecracker Monk

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