My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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.

Fire Spirit 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 Electro Wizard

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Royal Delivery Earthquake The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Hogs

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

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

Fire Spirit Royal Hogs

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.

Royal Hogs 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 Royal Hogs
Giant Snowball
Skeletons Fire Spirit Cannon Royal Hogs
Zap
Skeletons Fire Spirit Cannon Royal Hogs
Barbarian Barrel
Skeletons Fire Spirit Cannon Royal Hogs Electro Wizard
The Log
Skeletons Fire Spirit Cannon Royal Hogs
Earthquake
Skeletons Cannon Royal Hogs
Arrows
Skeletons Fire Spirit Royal Hogs
Royal Delivery
Skeletons Fire Spirit Royal Hogs Electro Wizard
Fireball
Cannon Royal Hogs Electro Wizard
Poison
Cannon Royal Hogs Electro Wizard
Lightning
Cannon Electro Wizard
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Royal Delivery

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Royal Delivery Earthquake 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.

Fire Spirit Royal Delivery

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 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 Fire Spirit The Log Cannon Royal Delivery Earthquake Electro Wizard Royal Hogs

Shortest cycle

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

7 Skeletons Fire Spirit The Log Cannon

Attack Synergies 1 4

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
Fire Spirit
Royal Hogs
Cannon
Royal Delivery
Earthquake
Royal Hogs The Log
Royal Hogs
Earthquake Fire Spirit The Log Electro Wizard
The Log
Earthquake Royal Hogs
Electro Wizard
Royal Hogs

Defense Synergies 4 13

Skeletons
Cannon Fire Spirit Royal Delivery Earthquake The Log Electro Wizard
Fire Spirit
Skeletons The Log Electro Wizard
Cannon
Skeletons Royal Delivery The Log Earthquake Electro Wizard
Royal Delivery
Cannon Electro Wizard Skeletons Earthquake The Log
Earthquake
Skeletons Cannon Royal Delivery The Log
Royal Hogs
The Log
Cannon Skeletons Fire Spirit Royal Delivery Earthquake Electro Wizard
Electro Wizard
Royal Delivery Skeletons Fire Spirit Cannon 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.

Earthquake Cannon The Log Electro Wizard
Skeletons Cannon Royal Delivery The Log Electro Wizard
Cannon Skeletons Fire Spirit Royal Delivery Electro Wizard
Cannon Skeletons Electro Wizard
Royal Delivery Earthquake The Log
Royal Delivery The Log Skeletons Fire Spirit Cannon Earthquake Electro Wizard
Electro Wizard Fire Spirit Cannon Royal Delivery
Earthquake Cannon The Log Electro Wizard
Cannon Skeletons
Skeletons Fire Spirit Cannon Royal Delivery Electro Wizard
Electro Wizard Skeletons Cannon Royal Delivery Earthquake The Log
Royal Delivery Electro Wizard
Cannon Skeletons Fire Spirit Royal Delivery Earthquake The Log Electro Wizard
Fire Spirit Cannon Royal Delivery Earthquake The Log Electro Wizard
Cannon Electro Wizard
Cannon Royal Delivery The Log Electro Wizard
Skeletons Cannon Royal Delivery Electro Wizard
Fire Spirit Cannon Royal Delivery The Log Electro Wizard
Royal Delivery Earthquake The Log Fire Spirit Cannon Electro Wizard
Cannon Electro Wizard
Fire Spirit Cannon Royal Delivery Earthquake The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Royal Delivery Electro Wizard
Royal Delivery Electro Wizard The Log
Royal Delivery Skeletons The Log Electro Wizard
Royal Delivery The Log Electro Wizard
Skeletons Cannon Royal Delivery
Fire Spirit Royal Delivery Skeletons Electro Wizard
Royal Delivery Skeletons Electro Wizard
Royal Delivery
Royal Delivery Electro Wizard Skeletons The Log
Skeletons Cannon Royal Delivery
Royal Delivery The Log Electro Wizard
Royal Delivery Skeletons Cannon
Cannon
Electro Wizard Skeletons Royal Delivery The Log
Cannon Royal Delivery Earthquake The Log Electro Wizard
Cannon Royal Delivery

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 The Log
The Log Electro Wizard
Earthquake The Log
Earthquake The Log
Fire Spirit Earthquake The Log
Fire Spirit
Fire Spirit Earthquake The Log
Earthquake The Log Fire Spirit
The Log
Fire Spirit Electro Wizard
Earthquake The Log Electro Wizard
Fire Spirit
Earthquake Fire Spirit The Log
Earthquake
Earthquake The Log
Earthquake The Log
Earthquake The Log
Earthquake
Fire Spirit Earthquake The Log Electro Wizard
Fire Spirit Earthquake The Log
Earthquake The Log
The Log
Earthquake The Log
Earthquake The Log Fire Spirit
The Log Earthquake Electro Wizard
The Log
The Log
Fire Spirit Electro Wizard
Electro Wizard
Earthquake The Log
Electro Wizard
Earthquake The Log
Earthquake Electro Wizard Fire Spirit
Fire Spirit Electro Wizard
The Log
Electro Wizard
The Log Earthquake
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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