My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Fire Spirit 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.

Skeletons 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

Damage spells

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

Zap 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 P.E.K.K.A

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 Musketeer 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 Zap The Log Musketeer Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

6 Skeletons Fire Spirit Zap The Log

Attack Synergies 8 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
Fire Spirit
Hog Rider P.E.K.K.A Zap
Zap
Hog Rider P.E.K.K.A Electro Wizard Fire Spirit Musketeer The Log
Musketeer
Hog Rider Zap P.E.K.K.A The Log
Hog Rider
Fire Spirit Zap Musketeer The Log Electro Wizard
P.E.K.K.A
Fire Spirit Zap Electro Wizard Musketeer The Log
The Log
Hog Rider Zap Musketeer P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Hog Rider

Defense Synergies 4 16

Skeletons
Musketeer Fire Spirit Zap P.E.K.K.A The Log Electro Wizard
Fire Spirit
Skeletons Zap P.E.K.K.A The Log Electro Wizard
Zap
Electro Wizard Skeletons Fire Spirit Musketeer P.E.K.K.A The Log
Musketeer
Skeletons The Log Zap P.E.K.K.A Electro Wizard
Hog Rider
P.E.K.K.A
The Log Skeletons Fire Spirit Zap Musketeer Electro Wizard
The Log
Musketeer P.E.K.K.A Skeletons Fire Spirit Zap Electro Wizard
Electro Wizard
Zap Skeletons Fire Spirit Musketeer P.E.K.K.A 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.

Zap Musketeer The Log Electro Wizard
P.E.K.K.A Skeletons Zap Musketeer The Log Electro Wizard
P.E.K.K.A Skeletons Fire Spirit Musketeer Electro Wizard
P.E.K.K.A Skeletons Musketeer Electro Wizard
P.E.K.K.A The Log
The Log Skeletons Fire Spirit Zap Musketeer Electro Wizard
Musketeer Electro Wizard Fire Spirit Zap
Zap Musketeer P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Musketeer
Skeletons Fire Spirit Musketeer Electro Wizard
Electro Wizard Skeletons Zap Musketeer The Log
Musketeer Zap Electro Wizard
P.E.K.K.A Skeletons Fire Spirit Zap Musketeer The Log Electro Wizard
Fire Spirit Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A The Log Electro Wizard
Skeletons Musketeer P.E.K.K.A Electro Wizard
Fire Spirit Zap Musketeer The Log Electro Wizard
Zap The Log Fire Spirit Musketeer Electro Wizard
P.E.K.K.A Musketeer Electro Wizard
Fire Spirit Musketeer P.E.K.K.A The Log 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.

Skeletons Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Musketeer The Log
P.E.K.K.A Skeletons Zap Musketeer The Log Electro Wizard
P.E.K.K.A Zap Musketeer The Log Electro Wizard
P.E.K.K.A Skeletons Musketeer
Fire Spirit Skeletons Zap Musketeer Electro Wizard
P.E.K.K.A Skeletons Musketeer Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons The Log
P.E.K.K.A Skeletons Musketeer
P.E.K.K.A Musketeer
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Skeletons
Musketeer
Electro Wizard Skeletons Zap Musketeer P.E.K.K.A The Log
Zap Musketeer P.E.K.K.A The Log 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.)

Musketeer The Log
Zap Musketeer The Log Electro Wizard
The Log
Musketeer The Log
Fire Spirit Zap The Log
Fire Spirit Zap Musketeer
Fire Spirit Musketeer The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Musketeer Electro Wizard
Zap Musketeer The Log Electro Wizard
Fire Spirit Zap Musketeer
Fire Spirit Musketeer The Log
Musketeer
Zap Musketeer The Log
Zap Musketeer The Log
Musketeer The Log
Fire Spirit Zap Musketeer The Log Electro Wizard
Fire Spirit Zap The Log
Musketeer The Log
Musketeer The Log
Zap Musketeer The Log
Zap The Log Fire Spirit
The Log Zap Musketeer Electro Wizard
Zap Musketeer The Log
Zap Musketeer The Log
Fire Spirit Zap Musketeer Electro Wizard
Zap Electro Wizard Musketeer
Zap Musketeer The Log
Zap Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard Fire Spirit Musketeer
Fire Spirit Zap Musketeer Electro Wizard
The Log
Musketeer Electro Wizard
The Log Zap Musketeer
Zap
Musketeer P.E.K.K.A
Zap Musketeer The Log Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer The Log Electro Wizard
P.E.K.K.A

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