My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

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.

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 Knight 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.

Zap 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.

Fireball

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Firecracker 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.

Electro Spirit Knight

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

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 Zap Knight Cannon Firecracker Fireball Hog Rider

Shortest cycle

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

7 Skeletons Electro Spirit Zap Knight

Attack Synergies 7 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
Zap Fireball Hog Rider
Zap
Firecracker Fireball Hog Rider Electro Spirit Knight
Knight
Firecracker Hog Rider Zap Fireball
Cannon
Firecracker
Zap Knight Hog Rider
Fireball
Zap Hog Rider Electro Spirit Knight
Hog Rider
Zap Knight Firecracker Fireball Electro Spirit

Defense Synergies 5 10

Skeletons
Cannon Electro Spirit Zap Knight Firecracker
Electro Spirit
Skeletons Zap
Zap
Cannon Fireball Skeletons Electro Spirit Knight Firecracker
Knight
Cannon Firecracker Skeletons Zap Fireball
Cannon
Skeletons Zap Knight Firecracker Fireball
Firecracker
Knight Skeletons Zap Cannon
Fireball
Zap Knight 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.

Zap Knight Cannon Firecracker Fireball
Skeletons Zap Knight Cannon Firecracker
Cannon Skeletons Knight
Cannon Skeletons Knight Firecracker
Firecracker Fireball
Fireball Skeletons Electro Spirit Zap Cannon Firecracker
Electro Spirit Zap Cannon Firecracker Fireball
Electro Spirit Zap Cannon Fireball
Cannon Skeletons
Knight Skeletons Cannon Firecracker
Skeletons Electro Spirit Zap Knight Cannon Firecracker Fireball
Zap Firecracker Fireball
Cannon Skeletons Zap Knight Fireball
Fireball Electro Spirit Zap Cannon Firecracker
Knight Cannon
Zap Cannon Fireball
Skeletons Knight Cannon Firecracker Fireball
Cannon Fireball Electro Spirit Zap Knight Firecracker
Zap Electro Spirit Knight Cannon Firecracker Fireball
Cannon
Electro Spirit Knight Cannon Firecracker Fireball

Counters to secondary win conditions

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

Knight Skeletons Zap Fireball
Fireball Zap Knight Firecracker
Skeletons Zap Knight
Zap Knight Fireball
Skeletons Knight Cannon
Firecracker Fireball Skeletons Electro Spirit Zap
Skeletons Knight Fireball
Knight
Zap Skeletons Electro Spirit Knight Firecracker Fireball
Skeletons Cannon
Knight
Zap Fireball
Skeletons Knight Cannon Fireball
Cannon Firecracker Fireball
Skeletons Electro Spirit Zap Knight Firecracker Fireball
Electro Spirit Zap Cannon Firecracker Fireball
Electro Spirit Zap Cannon Fireball

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.)

Fireball Knight Firecracker
Firecracker Fireball Zap
Fireball
Knight Firecracker Fireball
Fireball Zap Firecracker
Firecracker Fireball Electro Spirit Zap
Firecracker
Fireball Zap Firecracker
Fireball Zap Firecracker
Fireball
Firecracker Zap Knight Fireball
Fireball Zap Firecracker
Knight Firecracker Fireball
Firecracker Fireball
Zap Firecracker Fireball
Zap Firecracker Fireball
Firecracker Fireball
Fireball
Zap Firecracker Fireball
Zap Firecracker Fireball
Fireball
Fireball
Zap Fireball
Zap Firecracker Electro Spirit Fireball
Firecracker Fireball Zap
Fireball Zap
Fireball Zap Firecracker
Zap Firecracker Fireball
Zap Electro Spirit Firecracker Fireball
Fireball
Zap Fireball
Zap Electro Spirit Firecracker Fireball
Firecracker Fireball
Zap Electro Spirit Fireball
Fireball Zap Firecracker
Fireball
Fireball Knight Firecracker
Zap Firecracker Fireball
Zap Fireball
Firecracker
Zap Electro Spirit Firecracker Fireball
Firecracker Zap Fireball
Zap Firecracker Fireball
Fireball Firecracker

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: