My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Bats Firecracker

Defensive buildings

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

Bomb Tower

Investments

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

Skeletons Bats Firecracker Boss Bandit

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.

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.

Missing

Dropped at the bridge

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

Hog Rider Boss Bandit

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 Boss Bandit

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 Bats Hog Rider Skeleton Army
Giant Snowball
Skeletons Bats Hog Rider Skeleton Army
Zap
Skeletons Bats Firecracker Skeleton Army
Barbarian Barrel
Skeletons Firecracker Bomb Tower Skeleton Army
The Log
Skeletons Firecracker Hog Rider Skeleton Army
Earthquake
Skeletons Firecracker Bomb Tower Hog Rider Skeleton Army
Arrows
Skeletons Bats Firecracker Skeleton Army
Royal Delivery
Skeletons Bats Firecracker Hog Rider Skeleton Army Boss Bandit
Fireball
Firecracker Bomb Tower Hog Rider Skeleton Army Boss Bandit
Poison
Bats Firecracker Bomb Tower Skeleton Army Boss Bandit
Lightning
Bomb Tower Boss Bandit
Rocket
Bomb Tower Hog Rider Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Bomb Tower 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.

Bats Skeleton Army Boss Bandit

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.

Skeleton Army

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 Bats The Log Firecracker Skeleton Army Bomb Tower Hog Rider Boss Bandit

Shortest cycle

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

8 Skeletons Bats The Log Firecracker

Attack Synergies 3 1

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
Bats
Hog Rider Firecracker
Firecracker
Hog Rider Bats
Bomb Tower
Hog Rider
Bats Firecracker The Log
Skeleton Army
The Log
Hog Rider
Boss Bandit

Defense Synergies 2 11

Skeletons
Bats Firecracker Bomb Tower The Log
Bats
Skeletons Firecracker Bomb Tower The Log
Firecracker
The Log Skeletons Bats Bomb Tower Skeleton Army
Bomb Tower
The Log Skeletons Bats Firecracker Skeleton Army
Hog Rider
Skeleton Army
Firecracker Bomb Tower The Log
The Log
Firecracker Bomb Tower Skeletons Bats Skeleton Army
Boss Bandit

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.

Firecracker The Log
Bomb Tower Skeleton Army Skeletons Bats Firecracker The Log
Bomb Tower Skeleton Army Skeletons Bats
Bomb Tower Skeleton Army Skeletons Bats Firecracker
Firecracker Bomb Tower Skeleton Army The Log
Skeleton Army The Log Skeletons Bats Firecracker Bomb Tower
Bats Firecracker Bomb Tower
Bomb Tower The Log
Skeletons Bomb Tower Skeleton Army
Skeleton Army Skeletons Firecracker
Bats Skeleton Army Skeletons Firecracker Bomb Tower The Log
Bats Firecracker
Bomb Tower Skeleton Army Skeletons Bats The Log
Bomb Tower Skeleton Army Bats Firecracker The Log
Skeleton Army Bomb Tower
Bomb Tower Skeleton Army The Log
Bomb Tower Skeletons Bats Firecracker Skeleton Army
Bomb Tower Bats Firecracker Skeleton Army The Log
Bomb Tower The Log Bats Firecracker
Bomb Tower
Skeleton Army Bats Firecracker Bomb Tower The Log

Counters to secondary win conditions

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

Skeleton Army Skeletons
Firecracker Bomb Tower The Log
Skeleton Army Skeletons Bats Bomb Tower The Log
Skeleton Army Bats The Log
Skeletons Skeleton Army
Firecracker Skeletons Bats Bomb Tower
Skeleton Army Skeletons Bats Bomb Tower
Bomb Tower Skeleton Army
Skeletons Bats Firecracker Bomb Tower Skeleton Army The Log
Skeletons Skeleton Army
Bats Bomb Tower
Skeleton Army The Log
Skeleton Army Skeletons Bomb Tower
Firecracker Bomb Tower Skeleton Army
Skeleton Army Skeletons Bats Firecracker Bomb Tower The Log
Bats Firecracker Bomb Tower The Log
Bomb Tower
Bomb Tower Skeleton Army

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.)

Firecracker The Log
Firecracker The Log
The Log
Firecracker The Log
Firecracker The Log
Firecracker Bats
Firecracker The Log
The Log Firecracker
The Log Firecracker
Bats
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Bats
Firecracker The Log
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log
Firecracker The Log
The Log
Firecracker The Log
Bats Firecracker
Bats Firecracker
The Log
Firecracker
Firecracker The Log
Bats Skeleton Army
Firecracker
The Log
Firecracker
The Log Firecracker
Firecracker
Bats Firecracker The Log
Firecracker Bats
Firecracker The Log
Firecracker

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