My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Good
Versatility
Mediocre
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.

Skeletons Ice Spirit Firecracker Goblinstein

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 The Log

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.

Ice 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.

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 Goblinstein
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker Earthquake The Log

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit The Log Cannon Firecracker Earthquake Hog Rider Goblinstein

Shortest cycle

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

7 Skeletons Ice Spirit The Log Cannon

Attack Synergies 4 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
Ice Spirit
Hog Rider Firecracker
Cannon
Firecracker
Hog Rider Ice Spirit Earthquake
Earthquake
Hog Rider Firecracker The Log
Hog Rider
Ice Spirit Firecracker Earthquake The Log
The Log
Hog Rider Earthquake
Goblinstein

Defense Synergies 3 12

Skeletons
Cannon Ice Spirit Firecracker Earthquake The Log
Ice Spirit
Skeletons Cannon Firecracker Earthquake The Log
Cannon
Skeletons The Log Ice Spirit Firecracker Earthquake
Firecracker
The Log Skeletons Ice Spirit Cannon Earthquake
Earthquake
Skeletons Ice Spirit Cannon Firecracker The Log
Hog Rider
The Log
Cannon Firecracker Skeletons Ice Spirit Earthquake
Goblinstein

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 The Log
Skeletons Ice Spirit Cannon Firecracker The Log
Cannon Skeletons
Cannon Skeletons Firecracker
Firecracker Earthquake The Log
The Log Skeletons Cannon Firecracker Earthquake
Ice Spirit Cannon Firecracker
Earthquake Cannon The Log
Cannon Skeletons
Skeletons Ice Spirit Cannon Firecracker
Skeletons Cannon Firecracker Earthquake The Log
Firecracker
Cannon Skeletons Ice Spirit Earthquake The Log
Ice Spirit Cannon Firecracker Earthquake The Log
Cannon
Ice Spirit Cannon The Log
Skeletons Cannon Firecracker
Ice Spirit Cannon Firecracker The Log
Earthquake The Log Ice Spirit Cannon Firecracker
Cannon
Cannon Firecracker Earthquake The Log

Counters to secondary win conditions

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

Skeletons
Firecracker The Log
Skeletons Ice Spirit The Log
The Log
Skeletons Cannon
Firecracker Skeletons Ice Spirit
Skeletons
Skeletons Ice Spirit Firecracker The Log
Skeletons Cannon
The Log
Skeletons Cannon
Cannon Firecracker
Skeletons Ice Spirit Firecracker The Log
Cannon Firecracker Earthquake The Log
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 Firecracker The Log
Firecracker The Log
Earthquake The Log
Earthquake Firecracker The Log
Firecracker Earthquake The Log
Firecracker Ice Spirit
Firecracker Earthquake The Log
Earthquake The Log Ice Spirit Firecracker
The Log Firecracker
Firecracker Earthquake The Log
Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake
Firecracker Earthquake The Log
Firecracker Earthquake The Log
Earthquake The Log
The Log
Earthquake The Log
Firecracker Earthquake The Log Ice Spirit
Firecracker The Log Earthquake
The Log
Firecracker The Log
Firecracker
Ice Spirit Firecracker
Earthquake The Log
Ice Spirit Firecracker
Firecracker Earthquake The Log
Earthquake Ice Spirit
Firecracker
The Log
Firecracker
The Log Firecracker Earthquake
Firecracker
Ice Spirit Firecracker The Log
Firecracker
Firecracker The Log
Firecracker

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