My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Goblin Gang Musketeer Electro Wizard

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.

Knight Musketeer P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Gang Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Goblin Gang Hog Rider P.E.K.K.A

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 Goblin Barrel 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
Goblin Gang Hog Rider Goblin Barrel
Giant Snowball
Goblin Gang Musketeer Hog Rider Goblin Barrel
Zap
Goblin Gang Goblin Barrel
Barbarian Barrel
Knight Goblin Gang Musketeer Goblin Barrel Electro Wizard
The Log
Goblin Gang Musketeer Hog Rider Goblin Barrel
Earthquake
Goblin Gang Hog Rider Goblin Barrel
Arrows
Goblin Gang Goblin Barrel
Royal Delivery
Knight Goblin Gang Musketeer Hog Rider Goblin Barrel P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Musketeer Hog Rider Goblin Barrel Electro Wizard
Poison
Goblin Gang Musketeer Electro Wizard
Lightning
Knight Musketeer Electro Wizard
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Knight P.E.K.K.A

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.

Goblin Barrel

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.

Goblin Gang Musketeer Goblin Barrel 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.

Zap Knight Goblin Gang Goblin Barrel Musketeer Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Knight Goblin Gang Goblin Barrel

Attack Synergies 11 8

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.

Zap
Hog Rider P.E.K.K.A Electro Wizard Knight Musketeer
Knight
Goblin Gang Musketeer Hog Rider Goblin Barrel Zap Electro Wizard
Goblin Gang
Knight Hog Rider Goblin Barrel P.E.K.K.A
Musketeer
Knight Hog Rider Zap P.E.K.K.A
Hog Rider
Zap Knight Goblin Gang Musketeer Goblin Barrel Electro Wizard
Goblin Barrel
Knight Goblin Gang Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Goblin Gang Musketeer Goblin Barrel
Electro Wizard
Zap P.E.K.K.A Knight Hog Rider

Defense Synergies 5 9

Zap
Electro Wizard Knight Goblin Gang Musketeer P.E.K.K.A
Knight
Goblin Gang Musketeer Electro Wizard Zap
Goblin Gang
Knight Musketeer Zap P.E.K.K.A Electro Wizard
Musketeer
Knight Goblin Gang Zap P.E.K.K.A Electro Wizard
Hog Rider
Goblin Barrel
P.E.K.K.A
Zap Goblin Gang Musketeer Electro Wizard
Electro Wizard
Zap Knight Goblin Gang Musketeer P.E.K.K.A

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 Musketeer Electro Wizard
P.E.K.K.A Zap Knight Goblin Gang Musketeer Electro Wizard
Goblin Gang P.E.K.K.A Knight Musketeer Electro Wizard
P.E.K.K.A Knight Goblin Gang Musketeer Electro Wizard
P.E.K.K.A
Goblin Gang Zap Musketeer Electro Wizard
Musketeer Electro Wizard Zap Goblin Gang
Zap Musketeer P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Musketeer
Knight Goblin Gang Musketeer Electro Wizard
Goblin Gang Electro Wizard Zap Knight Musketeer
Musketeer Zap Goblin Gang Electro Wizard
P.E.K.K.A Zap Knight Goblin Gang Musketeer Electro Wizard
Zap Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Goblin Gang Electro Wizard
Zap Goblin Gang P.E.K.K.A Electro Wizard
Knight Goblin Gang Musketeer P.E.K.K.A Electro Wizard
Zap Knight Goblin Gang Musketeer Electro Wizard
Zap Knight Musketeer Electro Wizard
P.E.K.K.A Musketeer Electro Wizard
Goblin Gang Knight Musketeer P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Knight Goblin Gang Musketeer
Goblin Gang P.E.K.K.A Zap Knight Musketeer Electro Wizard
Goblin Gang P.E.K.K.A Zap Knight Musketeer Electro Wizard
P.E.K.K.A Knight Goblin Gang Musketeer
Zap Goblin Gang Musketeer Electro Wizard
Goblin Gang P.E.K.K.A Knight Musketeer Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight
P.E.K.K.A Goblin Gang Musketeer
P.E.K.K.A Knight Musketeer
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Knight Goblin Gang
Musketeer
Goblin Gang Electro Wizard Zap Knight Musketeer P.E.K.K.A
Zap Musketeer P.E.K.K.A Electro Wizard
Zap Electro 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.)

Knight Musketeer
Zap Musketeer Electro Wizard
Knight Musketeer
Zap
Zap Musketeer
Musketeer
Zap
Zap
Goblin Gang Musketeer Electro Wizard
Zap Knight Musketeer Electro Wizard
Zap Musketeer
Knight Musketeer
Musketeer
Zap Musketeer
Zap Musketeer
Musketeer
Zap Musketeer Electro Wizard
Zap
Musketeer
Musketeer
Zap Musketeer
Zap
Zap Musketeer Electro Wizard
Zap Musketeer
Zap Musketeer
Zap Musketeer Electro Wizard
Zap Electro Wizard Musketeer
Zap Musketeer
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Goblin Gang Musketeer
Zap Musketeer Electro Wizard
Knight Goblin Gang Musketeer Electro Wizard
Zap Musketeer
Zap
Musketeer P.E.K.K.A
Zap Goblin Gang Musketeer Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: