My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Knight Ice Wizard

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Earthquake The Log

Punishments

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

Mortar Hog Rider

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.

Ice Spirit Knight Mortar 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.

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 Hog Rider
Zap
Skeletons Mortar
Barbarian Barrel
Skeletons Ice Spirit Knight Mortar Ice Wizard
The Log
Skeletons Ice Spirit Hog Rider
Earthquake
Skeletons Mortar Hog Rider
Arrows
Skeletons Ice Spirit
Royal Delivery
Skeletons Ice Spirit Knight Hog Rider Ice Wizard
Fireball
Mortar Hog Rider Ice Wizard
Poison
Mortar Ice Wizard
Lightning
Knight Mortar Ice Wizard
Rocket
Mortar Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Mortar Earthquake The Log Ice Wizard

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.

Ice Spirit Knight Ice Wizard

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 Ice 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 Ice Spirit The Log Knight Earthquake Ice Wizard Mortar Hog Rider

Shortest cycle

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

7 Skeletons Ice Spirit The Log Knight

Attack Synergies 6 7

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
Ice Spirit
Knight Hog Rider Mortar
Knight
Ice Spirit Mortar Hog Rider Earthquake The Log Ice Wizard
Mortar
Knight Ice Spirit Hog Rider The Log
Earthquake
Hog Rider Knight The Log
Hog Rider
Ice Spirit Knight Earthquake The Log Mortar
The Log
Hog Rider Knight Mortar Earthquake
Ice Wizard
Knight

Defense Synergies 1 20

Skeletons
Ice Spirit Knight Mortar Earthquake The Log Ice Wizard
Ice Spirit
Skeletons Knight Mortar Earthquake The Log Ice Wizard
Knight
Ice Wizard Skeletons Ice Spirit Mortar Earthquake The Log
Mortar
Skeletons Ice Spirit Knight Earthquake The Log Ice Wizard
Earthquake
Skeletons Ice Spirit Knight Mortar The Log Ice Wizard
Hog Rider
The Log
Skeletons Ice Spirit Knight Mortar Earthquake Ice Wizard
Ice Wizard
Knight Skeletons Ice Spirit Mortar Earthquake 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 Knight Mortar The Log
Skeletons Ice Spirit Knight Mortar The Log Ice Wizard
Mortar Skeletons Knight Ice Wizard
Skeletons Knight Mortar Ice Wizard
Earthquake The Log
The Log Skeletons Earthquake Ice Wizard
Ice Spirit Mortar Ice Wizard
Earthquake The Log
Skeletons Mortar Ice Wizard
Knight Skeletons Ice Spirit Ice Wizard
Ice Wizard Skeletons Knight Earthquake The Log
Ice Wizard
Mortar Skeletons Ice Spirit Knight Earthquake The Log Ice Wizard
Ice Spirit Mortar Earthquake The Log
Knight Mortar
Ice Spirit Mortar The Log
Skeletons Knight Mortar
Ice Spirit Mortar Knight The Log Ice Wizard
Mortar Earthquake The Log Ice Spirit Knight Ice Wizard
Mortar
Knight Earthquake The Log
Mortar

Counters to secondary win conditions

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

Knight Skeletons
Knight Mortar The Log
Skeletons Ice Spirit Knight The Log
Knight The Log
Skeletons Knight
Skeletons Ice Spirit Ice Wizard
Skeletons Knight Ice Wizard
Knight
Skeletons Ice Spirit Knight Mortar The Log
Skeletons
Knight
The Log
Skeletons Knight
Skeletons Ice Spirit Knight Mortar The Log
Earthquake The Log Ice Wizard
Mortar Ice Wizard

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 Knight Mortar The Log
Mortar The Log Ice Wizard
Earthquake The Log
Earthquake Knight The Log
Mortar Earthquake The Log
Ice Spirit Ice Wizard
Mortar Earthquake The Log
Earthquake The Log Ice Spirit Ice Wizard
The Log Mortar
Knight Mortar Earthquake The Log
Earthquake Knight Mortar The Log
Earthquake Mortar
Earthquake Mortar The Log
Earthquake Mortar The Log
Earthquake Mortar The Log
Mortar Earthquake
Mortar Earthquake The Log
Mortar Earthquake The Log
Earthquake The Log
The Log
Earthquake Mortar The Log
Earthquake The Log Ice Spirit Mortar Ice Wizard
Mortar The Log Earthquake Ice Wizard
Mortar The Log
Mortar The Log
Ice Wizard
Ice Spirit
Mortar Earthquake The Log
Ice Spirit
Earthquake The Log
Earthquake Ice Spirit
Ice Wizard
The Log
Knight
The Log Mortar Earthquake
Ice Spirit The Log
Mortar The Log
Mortar

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