My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Mediocre
Versatility
RIP
F2P score
Great!

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.

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.

Skeletons Ice Spirit Bomber

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.

Rage 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 Ice Spirit Heal 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 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
Giant Snowball
Skeletons Bomber Hog Rider
Zap
Skeletons Bomber
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Bomber Heal Spirit
The Log
Skeletons Electro Spirit Ice Spirit Bomber Heal Spirit Hog Rider
Earthquake
Skeletons Bomber Hog Rider
Arrows
Skeletons Electro Spirit Ice Spirit Bomber Heal Spirit
Royal Delivery
Skeletons Electro Spirit Ice Spirit Bomber Heal Spirit Hog Rider
Fireball
Bomber Hog Rider
Poison
Bomber
Lightning
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Bomber 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.

Electro Spirit Ice Spirit Heal Spirit Rage

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.

Ice Spirit Heal 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Ice Spirit Heal Spirit Bomber Rage The Log Hog Rider

Shortest cycle

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

4 Skeletons Electro Spirit Ice Spirit Heal Spirit

Attack Synergies 3 5

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
Ice Spirit
Hog Rider Bomber
Bomber
Ice Spirit Heal Spirit Hog Rider
Heal Spirit
Bomber Hog Rider
Hog Rider
Ice Spirit Rage The Log Electro Spirit Bomber Heal Spirit
Rage
Hog Rider
The Log
Hog Rider

Defense Synergies 0 8

Skeletons
Electro Spirit Ice Spirit Bomber The Log
Electro Spirit
Skeletons The Log
Ice Spirit
Skeletons Bomber The Log
Bomber
Skeletons Ice Spirit The Log
Heal Spirit
Hog Rider
Rage
The Log
Skeletons Electro Spirit Ice Spirit Bomber

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 The Log
Skeletons Ice Spirit The Log
Skeletons Bomber
Skeletons
Bomber The Log
The Log Skeletons Electro Spirit Bomber
Electro Spirit Ice Spirit
Electro Spirit The Log
Skeletons
Skeletons Ice Spirit Bomber
Skeletons Electro Spirit Bomber The Log
Skeletons Ice Spirit Bomber The Log
Bomber Electro Spirit Ice Spirit The Log
Ice Spirit The Log
Skeletons Bomber
Ice Spirit Electro Spirit Bomber The Log
The Log Electro Spirit Ice Spirit Bomber
Bomber Electro Spirit The Log

Counters to secondary win conditions

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

Skeletons
Bomber The Log
Skeletons Ice Spirit The Log
The Log
Skeletons
Skeletons Electro Spirit Ice Spirit
Skeletons
Skeletons Electro Spirit Ice Spirit The Log
Skeletons
The Log
Skeletons
Bomber
Skeletons Electro Spirit Ice Spirit Bomber The Log
Electro Spirit Bomber 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.)

The Log
The Log
The Log
The Log
Bomber The Log
Electro Spirit Ice Spirit
Bomber The Log
The Log Ice Spirit
The Log
The Log
The Log
The Log
Bomber The Log
The Log
Bomber
Bomber The Log
Bomber The Log
The Log
The Log
The Log
The Log Electro Spirit Ice Spirit Bomber
The Log
The Log
The Log
Electro Spirit Ice Spirit
Bomber The Log
Electro Spirit Ice Spirit
The Log
Electro Spirit Ice Spirit
The Log
The Log Bomber
Electro Spirit Ice Spirit The Log
The Log

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