My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Missing

Defensive buildings

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

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Fisherman

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider Wall Breakers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball Tornado The Log

Punishments

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

Hog Rider Wall Breakers

Pump responses

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

Fireball

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 Wall Breakers

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
Hog Rider Wall Breakers Skeleton Army Fisherman
Giant Snowball
Hog Rider Wall Breakers Skeleton Army Fisherman
Zap
Wall Breakers Skeleton Army Fisherman
Barbarian Barrel
Knight Wall Breakers Skeleton Army
The Log
Hog Rider Wall Breakers Skeleton Army Fisherman
Earthquake
Hog Rider Skeleton Army
Arrows
Wall Breakers Skeleton Army
Royal Delivery
Knight Hog Rider Wall Breakers Skeleton Army Fisherman
Fireball
Hog Rider Wall Breakers Skeleton Army Fisherman
Poison
Skeleton Army Fisherman
Lightning
Knight Fisherman
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado 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.

Knight Skeleton Army Tornado

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 Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers The Log Knight Skeleton Army Tornado Fisherman Fireball Hog Rider

Shortest cycle

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

10 Wall Breakers The Log Knight Skeleton Army

Attack Synergies 5 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.

Knight
Hog Rider Wall Breakers Fireball The Log
Fireball
Hog Rider Tornado Knight Wall Breakers The Log
Hog Rider
Knight Fireball The Log Tornado
Wall Breakers
Knight Fireball The Log
Skeleton Army
Tornado
Fireball Hog Rider The Log
The Log
Hog Rider Knight Fireball Wall Breakers Tornado Fisherman
Fisherman
The Log

Defense Synergies 2 8

Knight
Fireball Skeleton Army Tornado The Log Fisherman
Fireball
Tornado The Log Knight
Hog Rider
Wall Breakers
Skeleton Army
Knight The Log
Tornado
Fireball Knight The Log
The Log
Fireball Knight Skeleton Army Tornado Fisherman
Fisherman
Knight 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.

Knight Fireball The Log
Skeleton Army Knight The Log Fisherman
Skeleton Army Tornado Fisherman Knight
Skeleton Army Knight Fisherman
Fireball Skeleton Army Tornado The Log
Fireball Skeleton Army Tornado The Log
Tornado Fireball
Fireball The Log
Skeleton Army Tornado Fisherman
Knight Skeleton Army Tornado Fisherman
Skeleton Army Knight Fireball Tornado The Log Fisherman
Fireball Tornado
Skeleton Army Knight Fireball The Log
Fireball Skeleton Army Tornado The Log
Skeleton Army Knight
Skeleton Army Tornado Fireball The Log Fisherman
Knight Fireball Skeleton Army Tornado Fisherman
Fireball Knight Skeleton Army Tornado The Log Fisherman
Tornado The Log Knight Fireball Fisherman
Tornado Fisherman
Skeleton Army Knight Fireball The Log Fisherman

Counters to secondary win conditions

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

Knight Skeleton Army Fireball Fisherman
Fireball Knight The Log Fisherman
Skeleton Army Knight The Log Fisherman
Skeleton Army Knight Fireball Tornado The Log Fisherman
Knight Skeleton Army Fisherman
Fireball Tornado
Skeleton Army Knight Fireball
Knight Skeleton Army Fisherman
Knight Fireball Skeleton Army Tornado The Log
Skeleton Army
Knight
Skeleton Army Fireball Tornado The Log
Skeleton Army Knight Fireball
Fireball Skeleton Army
Skeleton Army Knight Fireball Tornado The Log Fisherman
Fireball The Log
Fireball

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 Knight The Log
Fireball Tornado The Log Fisherman
Fireball The Log
Knight Fireball The Log
Fireball The Log
Fireball Tornado
Tornado The Log
Fireball The Log Tornado
Fireball The Log Tornado Fisherman
Fireball Tornado Fisherman
Knight Fireball Tornado The Log Fisherman
Fireball Tornado
Knight Fireball The Log Fisherman
Fireball Fisherman
Fireball The Log Fisherman
Fireball The Log
Fireball The Log
Fireball Tornado
Fisherman
Fireball The Log Fisherman
Fireball Tornado The Log
Fireball The Log
Fireball Tornado
Tornado The Log Fisherman
Fireball The Log
Tornado The Log Fireball
Fisherman
Fireball The Log Tornado Fisherman
Fireball Tornado The Log Fisherman
Fireball Tornado The Log Fisherman
Fireball Tornado
Fireball
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball Skeleton Army
Fireball Tornado
The Log Fireball
Fireball Knight
The Log Fireball
Fireball Tornado
Fireball Tornado The Log
Fireball Tornado
Fireball Tornado The Log
Fireball

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