My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit 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

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.

Arrows

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 Fire Spirit 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.

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 Hog Rider
Giant Snowball
Skeletons Fire Spirit Cannon Hog Rider
Zap
Skeletons Fire Spirit Cannon Firecracker
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Ice Spirit Cannon Firecracker
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Cannon Firecracker Hog Rider
Earthquake
Skeletons Cannon Firecracker Hog Rider
Arrows
Skeletons Electro Spirit Fire Spirit Ice Spirit Firecracker
Royal Delivery
Skeletons Electro Spirit Fire Spirit Ice Spirit Firecracker Hog Rider
Fireball
Cannon Firecracker Hog Rider
Poison
Cannon Firecracker
Lightning
Cannon
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Arrows Firecracker

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.

Electro Spirit Fire Spirit Ice Spirit Arrows

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.

Fire Spirit 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Fire Spirit Ice Spirit Arrows Cannon Firecracker Hog Rider

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 4 2

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
Fire Spirit
Hog Rider
Ice Spirit
Hog Rider Firecracker
Arrows
Hog Rider
Cannon
Firecracker
Hog Rider Ice Spirit
Hog Rider
Fire Spirit Ice Spirit Arrows Firecracker Electro Spirit

Defense Synergies 1 10

Skeletons
Cannon Electro Spirit Fire Spirit Ice Spirit Firecracker
Electro Spirit
Skeletons
Fire Spirit
Skeletons Ice Spirit Firecracker
Ice Spirit
Skeletons Fire Spirit Cannon Firecracker
Arrows
Cannon
Cannon
Skeletons Ice Spirit Arrows Firecracker
Firecracker
Skeletons Fire Spirit Ice Spirit Cannon
Hog Rider

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.

Cannon Firecracker
Skeletons Ice Spirit Cannon Firecracker
Cannon Skeletons Fire Spirit
Cannon Skeletons Firecracker
Arrows Firecracker
Arrows Skeletons Electro Spirit Fire Spirit Cannon Firecracker
Electro Spirit Fire Spirit Ice Spirit Arrows Cannon Firecracker
Electro Spirit Arrows Cannon
Cannon Skeletons
Skeletons Fire Spirit Ice Spirit Cannon Firecracker
Skeletons Electro Spirit Arrows Cannon Firecracker
Arrows Firecracker
Cannon Skeletons Fire Spirit Ice Spirit
Fire Spirit Electro Spirit Ice Spirit Arrows Cannon Firecracker
Cannon
Ice Spirit Cannon
Skeletons Arrows Cannon Firecracker
Fire Spirit Ice Spirit Arrows Cannon Electro Spirit Firecracker
Arrows Electro Spirit Fire Spirit Ice Spirit Cannon Firecracker
Cannon
Electro Spirit Fire Spirit Arrows Cannon Firecracker

Counters to secondary win conditions

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

Skeletons
Arrows Firecracker
Skeletons Ice Spirit
Skeletons Cannon
Fire Spirit Arrows Firecracker Skeletons Electro Spirit Ice Spirit
Skeletons
Skeletons Electro Spirit Ice Spirit Firecracker
Skeletons Cannon
Arrows
Skeletons Cannon
Cannon Firecracker
Skeletons Electro Spirit Ice Spirit Firecracker
Arrows Electro Spirit Cannon Firecracker
Electro Spirit Arrows 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.)

Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Fire Spirit Arrows Firecracker
Arrows Firecracker Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Arrows Firecracker
Arrows Fire Spirit Ice Spirit Firecracker
Arrows Firecracker
Fire Spirit
Firecracker Arrows
Fire Spirit Arrows Firecracker
Fire Spirit Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Fire Spirit Arrows Firecracker
Fire Spirit Arrows Firecracker
Arrows
Arrows
Arrows Firecracker Electro Spirit Fire Spirit Ice Spirit
Arrows Firecracker
Arrows
Arrows Firecracker
Fire Spirit Arrows Firecracker
Electro Spirit Ice Spirit Firecracker
Arrows
Electro Spirit Ice Spirit Arrows Firecracker
Arrows Firecracker
Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Arrows Firecracker
Arrows
Firecracker
Arrows Firecracker
Arrows
Firecracker
Electro Spirit Ice Spirit Firecracker
Firecracker
Firecracker
Firecracker

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