My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 Ice Spirit Firecracker Mega Knight

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

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Mega Knight

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 Mega Knight

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 Ice Spirit Cannon Firecracker
The Log
Skeletons Ice Spirit Cannon Firecracker Hog Rider
Earthquake
Skeletons Cannon Firecracker Hog Rider
Arrows
Skeletons Ice Spirit Firecracker
Royal Delivery
Skeletons Ice Spirit Firecracker Hog Rider
Fireball
Cannon Firecracker Hog Rider
Poison
Cannon Firecracker
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 Mega Knight

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 Mega Knight

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.

Skeletons Ice Spirit Arrows Cannon Firecracker Earthquake Hog Rider Mega Knight

Shortest cycle

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

8 Skeletons Ice Spirit Arrows Cannon

Attack Synergies 4 8

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
Ice Spirit
Hog Rider Firecracker Mega Knight
Arrows
Hog Rider Earthquake Mega Knight
Cannon
Firecracker
Hog Rider Ice Spirit Earthquake Mega Knight
Earthquake
Hog Rider Arrows Firecracker Mega Knight
Hog Rider
Ice Spirit Arrows Firecracker Earthquake Mega Knight
Mega Knight
Ice Spirit Arrows Firecracker Earthquake Hog Rider

Defense Synergies 2 13

Skeletons
Cannon Ice Spirit Firecracker Earthquake
Ice Spirit
Skeletons Cannon Firecracker Earthquake Mega Knight
Arrows
Mega Knight Cannon
Cannon
Skeletons Ice Spirit Arrows Firecracker Earthquake
Firecracker
Skeletons Ice Spirit Cannon Earthquake Mega Knight
Earthquake
Skeletons Ice Spirit Cannon Firecracker Mega Knight
Hog Rider
Mega Knight
Arrows Ice Spirit Firecracker Earthquake

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
Skeletons Ice Spirit Cannon Firecracker Mega Knight
Cannon Mega Knight Skeletons
Cannon Skeletons Firecracker Mega Knight
Arrows Firecracker Earthquake Mega Knight
Arrows Skeletons Cannon Firecracker Earthquake Mega Knight
Ice Spirit Arrows Cannon Firecracker
Earthquake Arrows Cannon Mega Knight
Cannon Skeletons
Skeletons Ice Spirit Cannon Firecracker Mega Knight
Skeletons Arrows Cannon Firecracker Earthquake Mega Knight
Arrows Firecracker
Cannon Mega Knight Skeletons Ice Spirit Earthquake
Mega Knight Ice Spirit Arrows Cannon Firecracker Earthquake
Cannon Mega Knight
Ice Spirit Cannon Mega Knight
Mega Knight Skeletons Arrows Cannon Firecracker
Ice Spirit Arrows Cannon Mega Knight Firecracker
Arrows Earthquake Ice Spirit Cannon Firecracker Mega Knight
Cannon
Mega Knight Arrows Cannon Firecracker Earthquake

Counters to secondary win conditions

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

Mega Knight Skeletons
Arrows Firecracker Mega Knight
Mega Knight Skeletons Ice Spirit
Mega Knight
Skeletons Cannon Mega Knight
Arrows Firecracker Skeletons Ice Spirit
Skeletons
Mega Knight
Mega Knight Skeletons Ice Spirit Firecracker
Skeletons Cannon
Mega Knight
Mega Knight Arrows
Mega Knight Skeletons Cannon
Cannon Firecracker Mega Knight
Skeletons Ice Spirit Firecracker
Arrows Mega Knight Cannon Firecracker Earthquake
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
Arrows Firecracker
Earthquake Arrows
Earthquake Arrows Firecracker
Arrows Firecracker Earthquake Mega Knight
Arrows Firecracker Ice Spirit
Arrows Firecracker Earthquake
Arrows Earthquake Ice Spirit Firecracker
Arrows Firecracker
Firecracker Arrows Earthquake
Arrows Firecracker
Earthquake Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker Mega Knight
Arrows Earthquake
Arrows Firecracker Earthquake Mega Knight
Arrows Firecracker Earthquake Mega Knight
Earthquake Mega Knight
Arrows
Earthquake Arrows
Arrows Firecracker Earthquake Ice Spirit Mega Knight
Arrows Firecracker Earthquake
Arrows Mega Knight
Arrows Firecracker
Arrows Firecracker
Ice Spirit Firecracker
Arrows Earthquake Mega Knight
Ice Spirit Arrows Firecracker
Mega Knight
Arrows Firecracker Earthquake
Earthquake Ice Spirit
Arrows Firecracker
Arrows
Firecracker Mega Knight
Arrows Firecracker Earthquake
Arrows
Firecracker Mega Knight
Ice Spirit Firecracker
Firecracker
Firecracker Mega Knight
Firecracker Mega Knight

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