My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker Golden 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.

Fireball Void The Log

Punishments

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

Hog Rider Golden Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit 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 Golden Knight

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
Hog Rider
Giant Snowball
Cannon Hog Rider
Zap
Cannon Firecracker
Barbarian Barrel
Electro Spirit Cannon Firecracker
The Log
Electro Spirit Cannon Firecracker Hog Rider
Earthquake
Cannon Firecracker Hog Rider
Arrows
Electro Spirit Firecracker
Royal Delivery
Electro 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.

Electro Spirit Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Fireball 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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit The Log Cannon Firecracker Void Fireball Hog Rider Golden Knight

Shortest cycle

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

9 Electro Spirit The Log Cannon Firecracker

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.

Electro Spirit
Fireball Hog Rider
Cannon
Firecracker
Hog Rider
Fireball
Hog Rider Electro Spirit The Log Golden Knight
Hog Rider
Firecracker Fireball The Log Electro Spirit Void Golden Knight
Void
Hog Rider
The Log
Hog Rider Fireball
Golden Knight
Fireball Hog Rider

Defense Synergies 3 7

Electro Spirit
The Log Golden Knight
Cannon
The Log Firecracker Fireball
Firecracker
The Log Cannon Golden Knight
Fireball
The Log Cannon Golden Knight
Hog Rider
Void
The Log
Cannon Firecracker Fireball Electro Spirit Golden Knight
Golden Knight
Electro Spirit Firecracker Fireball The Log

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.

Cannon Firecracker Fireball Void The Log Golden Knight
Cannon Firecracker The Log
Cannon Void
Cannon Firecracker
Firecracker Fireball The Log
Fireball The Log Electro Spirit Cannon Firecracker
Electro Spirit Cannon Firecracker Fireball Void
Electro Spirit Cannon Fireball Void The Log Golden Knight
Cannon
Cannon Firecracker
Electro Spirit Cannon Firecracker Fireball The Log
Firecracker Fireball
Cannon Fireball The Log
Fireball Electro Spirit Cannon Firecracker The Log Golden Knight
Cannon
Cannon Fireball The Log
Cannon Firecracker Fireball
Cannon Fireball Electro Spirit Firecracker The Log Golden Knight
The Log Electro Spirit Cannon Firecracker Fireball
Cannon
Electro Spirit Cannon Firecracker Fireball The Log

Counters to secondary win conditions

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

Fireball Void
Fireball Void Firecracker The Log
The Log Golden Knight
Fireball The Log
Cannon
Firecracker Fireball Electro Spirit
Fireball Void
Void Electro Spirit Firecracker Fireball The Log
Cannon
Golden Knight
Fireball Void The Log
Cannon Fireball Golden Knight
Cannon Firecracker Fireball
Electro Spirit Firecracker Fireball The Log Golden Knight
Electro Spirit Cannon Firecracker Fireball The Log Golden Knight
Electro Spirit Cannon Fireball Void

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 Void Firecracker The Log Golden Knight
Firecracker Fireball Void The Log Golden Knight
Fireball Void The Log
Firecracker Fireball Void The Log
Fireball Firecracker The Log
Firecracker Fireball Electro Spirit
Firecracker The Log
Fireball The Log Firecracker
Fireball Void The Log Firecracker Golden Knight
Fireball Void
Firecracker Void Fireball The Log Golden Knight
Fireball Void Firecracker
Firecracker Fireball Void The Log Golden Knight
Firecracker Fireball Void
Firecracker Fireball The Log
Firecracker Fireball The Log Golden Knight
Firecracker Fireball The Log
Fireball
Void Firecracker Fireball The Log
Firecracker Fireball Void The Log Golden Knight
Fireball Void The Log
Fireball Void
Void The Log
Fireball Void The Log
Firecracker The Log Electro Spirit Fireball
Firecracker Fireball Void The Log Golden Knight
Fireball Void The Log Golden Knight
Fireball Void Firecracker The Log Golden Knight
Firecracker Fireball Void
Electro Spirit Firecracker Fireball Void
Fireball Void
Void Fireball The Log
Void Electro Spirit Firecracker Fireball
Firecracker Fireball The Log
Electro Spirit Fireball Void
Fireball Firecracker
The Log Fireball
Fireball Void Firecracker
The Log Firecracker Fireball
Void Fireball
Firecracker
Electro Spirit Firecracker Fireball The Log Golden Knight
Firecracker Fireball Void
Void Firecracker Fireball The Log Golden Knight
Fireball Firecracker Void
Void

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