My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Electro Wizard

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 Firecracker Rune Giant Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Rune Giant

Damage spells

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

Earthquake Fireball

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 Fireball

Dropped at the bridge

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

Hog Rider Rune Giant

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 Electro Wizard

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 Cannon Firecracker Electro Wizard
The Log
Skeletons Cannon Firecracker Hog Rider
Earthquake
Skeletons Cannon Firecracker Hog Rider
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker Hog Rider Electro Wizard
Fireball
Cannon Firecracker Hog Rider Electro Wizard
Poison
Cannon Firecracker Electro Wizard
Lightning
Cannon Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Earthquake Fireball

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.

Rune Giant

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 Electro Wizard

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Cannon Firecracker Earthquake Fireball Hog Rider Rune Giant Electro Wizard

Shortest cycle

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

10 Skeletons Cannon Firecracker Earthquake

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.

Skeletons
Cannon
Firecracker
Hog Rider Earthquake Rune Giant
Earthquake
Hog Rider Firecracker Fireball
Fireball
Hog Rider Earthquake Electro Wizard
Hog Rider
Firecracker Earthquake Fireball Electro Wizard
Rune Giant
Firecracker Electro Wizard
Electro Wizard
Fireball Hog Rider Rune Giant

Defense Synergies 1 11

Skeletons
Cannon Firecracker Earthquake Electro Wizard
Cannon
Skeletons Firecracker Earthquake Fireball Electro Wizard
Firecracker
Skeletons Cannon Earthquake Electro Wizard
Earthquake
Skeletons Cannon Firecracker Fireball
Fireball
Cannon Earthquake Electro Wizard
Hog Rider
Rune Giant
Electro Wizard
Skeletons Cannon Firecracker Fireball

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 Fireball Electro Wizard
Skeletons Cannon Firecracker Electro Wizard
Cannon Skeletons Electro Wizard
Cannon Skeletons Firecracker Electro Wizard
Firecracker Earthquake Fireball
Fireball Skeletons Cannon Firecracker Earthquake Electro Wizard
Electro Wizard Cannon Firecracker Fireball
Earthquake Cannon Fireball Electro Wizard
Cannon Skeletons
Skeletons Cannon Firecracker Electro Wizard
Electro Wizard Skeletons Cannon Firecracker Earthquake Fireball
Firecracker Fireball Electro Wizard
Cannon Skeletons Earthquake Fireball Electro Wizard
Fireball Cannon Firecracker Earthquake Electro Wizard
Cannon Electro Wizard
Cannon Fireball Electro Wizard
Skeletons Cannon Firecracker Fireball Electro Wizard
Cannon Fireball Firecracker Electro Wizard
Earthquake Cannon Firecracker Fireball Electro Wizard
Cannon Electro Wizard
Cannon Firecracker Earthquake Fireball Electro Wizard
Cannon

Counters to secondary win conditions

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

Skeletons Fireball Electro Wizard
Fireball Electro Wizard Firecracker
Skeletons Electro Wizard
Fireball Electro Wizard
Skeletons Cannon
Firecracker Fireball Skeletons Electro Wizard
Skeletons Fireball Electro Wizard
Electro Wizard Skeletons Firecracker Fireball
Skeletons Cannon
Fireball Electro Wizard
Skeletons Cannon Fireball
Cannon Firecracker Fireball
Electro Wizard Skeletons Firecracker Fireball
Cannon Firecracker Earthquake Fireball Electro Wizard
Cannon Fireball Electro Wizard

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 Fireball Firecracker
Firecracker Fireball Electro Wizard
Earthquake Fireball
Earthquake Firecracker Fireball
Fireball Firecracker Earthquake
Firecracker Fireball
Firecracker Earthquake
Earthquake Fireball Firecracker
Fireball Firecracker
Fireball Electro Wizard
Firecracker Earthquake Fireball Electro Wizard
Fireball Firecracker
Earthquake Firecracker Fireball
Earthquake Firecracker Fireball
Earthquake Firecracker Fireball
Earthquake Firecracker Fireball
Earthquake Firecracker Fireball
Earthquake Fireball
Firecracker Earthquake Fireball Electro Wizard
Firecracker Earthquake Fireball
Earthquake Fireball
Fireball
Earthquake Fireball
Firecracker Earthquake Fireball
Firecracker Fireball Earthquake Electro Wizard
Fireball
Fireball Firecracker
Firecracker Fireball Electro Wizard
Electro Wizard Firecracker Fireball
Fireball
Earthquake Fireball
Firecracker Fireball Electro Wizard
Firecracker Earthquake Fireball
Earthquake Electro Wizard Fireball
Fireball Firecracker Electro Wizard
Fireball
Fireball Firecracker Electro Wizard
Firecracker Earthquake Fireball
Fireball
Firecracker
Firecracker Fireball Electro Wizard
Firecracker Fireball Electro Wizard
Firecracker Fireball Electro Wizard
Fireball Firecracker

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: