My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 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!

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.

Missing

Investments

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

Skeletons Bomber Knight Firecracker Fisherman

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.

Electro Spirit Knight 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

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 Bomber Hog Rider Fisherman
Giant Snowball
Skeletons Bomber Hog Rider Fisherman
Zap
Skeletons Bomber Firecracker Fisherman
Barbarian Barrel
Skeletons Electro Spirit Bomber Knight Firecracker
The Log
Skeletons Electro Spirit Bomber Firecracker Hog Rider Fisherman
Earthquake
Skeletons Bomber Firecracker Hog Rider
Arrows
Skeletons Electro Spirit Bomber Firecracker
Royal Delivery
Skeletons Electro Spirit Bomber Knight Firecracker Hog Rider Fisherman
Fireball
Bomber Firecracker Hog Rider Fisherman
Poison
Bomber Firecracker Fisherman
Lightning
Knight Fisherman
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Firecracker 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 Knight

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 Electro Spirit Bomber The Log Knight Firecracker Fisherman Hog Rider

Shortest cycle

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

6 Skeletons Electro Spirit Bomber The Log

Attack Synergies 4 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
Electro Spirit
Hog Rider
Bomber
Knight Hog Rider
Knight
Firecracker Hog Rider Bomber The Log
Firecracker
Knight Hog Rider Fisherman
Hog Rider
Knight Firecracker The Log Electro Spirit Bomber
The Log
Hog Rider Knight Fisherman
Fisherman
Firecracker The Log

Defense Synergies 4 13

Skeletons
Fisherman Electro Spirit Bomber Knight Firecracker The Log
Electro Spirit
Skeletons The Log Fisherman
Bomber
Knight Skeletons The Log Fisherman
Knight
Bomber Firecracker Skeletons The Log Fisherman
Firecracker
Knight The Log Skeletons Fisherman
Hog Rider
The Log
Firecracker Skeletons Electro Spirit Bomber Knight Fisherman
Fisherman
Skeletons Electro Spirit Bomber Knight Firecracker 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.

Bomber Knight Firecracker The Log
Skeletons Knight Firecracker The Log Fisherman
Fisherman Skeletons Bomber Knight
Skeletons Knight Firecracker Fisherman
Bomber Firecracker The Log
The Log Skeletons Electro Spirit Bomber Firecracker
Electro Spirit Firecracker
Electro Spirit The Log
Skeletons Fisherman
Knight Skeletons Bomber Firecracker Fisherman
Skeletons Electro Spirit Bomber Knight Firecracker The Log Fisherman
Firecracker
Skeletons Bomber Knight The Log
Bomber Electro Spirit Firecracker The Log
Knight
The Log Fisherman
Skeletons Bomber Knight Firecracker Fisherman
Electro Spirit Bomber Knight Firecracker The Log Fisherman
The Log Electro Spirit Bomber Knight Firecracker Fisherman
Fisherman
Bomber Electro Spirit Knight Firecracker The Log Fisherman

Counters to secondary win conditions

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

Knight Skeletons Fisherman
Bomber Knight Firecracker The Log Fisherman
Skeletons Knight The Log Fisherman
Knight The Log Fisherman
Skeletons Knight Fisherman
Firecracker Skeletons Electro Spirit
Skeletons Knight
Knight Fisherman
Skeletons Electro Spirit Knight Firecracker The Log
Skeletons
Knight
The Log
Skeletons Knight
Bomber Firecracker
Skeletons Electro Spirit Bomber Knight Firecracker The Log Fisherman
Electro Spirit Bomber Firecracker The Log
Electro Spirit Bomber

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.)

Knight Firecracker The Log
Firecracker The Log Fisherman
The Log
Knight Firecracker The Log
Bomber Firecracker The Log
Firecracker Electro Spirit
Bomber Firecracker The Log
The Log Firecracker
The Log Firecracker Fisherman
Fisherman
Firecracker Knight The Log Fisherman
Firecracker
Knight Firecracker The Log Fisherman
Firecracker Fisherman
Firecracker The Log Fisherman
Bomber Firecracker The Log
Firecracker The Log
Bomber Fisherman
Bomber Firecracker The Log Fisherman
Bomber Firecracker The Log
The Log
The Log Fisherman
The Log
Firecracker The Log Electro Spirit Bomber
Fisherman
Firecracker The Log Fisherman
The Log Fisherman
Firecracker The Log Fisherman
Firecracker
Electro Spirit Firecracker
Bomber The Log
Electro Spirit Firecracker
Firecracker The Log
Electro Spirit
Firecracker
The Log
Knight Firecracker
The Log Bomber Firecracker
Firecracker
Electro Spirit Firecracker The Log
Firecracker
Firecracker The Log
Firecracker

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: