My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Goblin Demolisher Goblin Curse Goblin Machine

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Three Musketeers 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.

Wizard Three Musketeers 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.

Royal Hogs Three Musketeers

Damage spells

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

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.

Missing

Dropped at the bridge

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

Electro Spirit Goblins Royal Hogs 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.

Electro Spirit 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
Royal Hogs Three Musketeers
Giant Snowball
Goblins Royal Hogs Three Musketeers
Zap
Goblins Royal Hogs Three Musketeers
Barbarian Barrel
Electro Spirit Goblins Wizard Royal Hogs Three Musketeers Electro Wizard
The Log
Electro Spirit Goblins Royal Hogs Three Musketeers
Earthquake
Royal Hogs
Arrows
Electro Spirit Goblins Royal Hogs
Royal Delivery
Electro Spirit Goblins Wizard Royal Hogs Three Musketeers P.E.K.K.A Electro Wizard
Fireball
Wizard Royal Hogs Three Musketeers Electro Wizard
Poison
Wizard Royal Hogs Three Musketeers Electro Wizard
Lightning
Wizard Three Musketeers Electro Wizard
Rocket
Wizard Royal Hogs Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard The Log

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 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.

Goblins Wizard Three Musketeers 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Electro Spirit Goblins The Log Electro Wizard Wizard Royal Hogs P.E.K.K.A Three Musketeers

Shortest cycle

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

9 Electro Spirit Goblins The Log Electro Wizard

Attack Synergies 1 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.

Electro Spirit
P.E.K.K.A
Goblins
Wizard
Royal Hogs P.E.K.K.A
Royal Hogs
Wizard Three Musketeers The Log Electro Wizard
Three Musketeers
Royal Hogs The Log
P.E.K.K.A
Electro Wizard Electro Spirit Wizard The Log
The Log
Royal Hogs Three Musketeers P.E.K.K.A
Electro Wizard
P.E.K.K.A Royal Hogs

Defense Synergies 1 11

Electro Spirit
The Log Electro Wizard
Goblins
Wizard The Log Electro Wizard
Wizard
Goblins P.E.K.K.A The Log Electro Wizard
Royal Hogs
Three Musketeers
The Log
P.E.K.K.A
The Log Wizard Electro Wizard
The Log
P.E.K.K.A Electro Spirit Goblins Wizard Three Musketeers Electro Wizard
Electro Wizard
Electro Spirit Goblins Wizard 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.

Wizard The Log Electro Wizard
P.E.K.K.A Goblins Three Musketeers The Log Electro Wizard
Three Musketeers P.E.K.K.A Goblins Electro Wizard
Three Musketeers P.E.K.K.A Goblins Electro Wizard
P.E.K.K.A The Log
The Log Electro Spirit Goblins Electro Wizard
Three Musketeers Electro Wizard Electro Spirit Wizard
Electro Spirit P.E.K.K.A The Log Electro Wizard
Three Musketeers P.E.K.K.A Goblins
Goblins Electro Wizard
Goblins Electro Wizard Electro Spirit Wizard The Log
Three Musketeers Wizard Electro Wizard
P.E.K.K.A Wizard Three Musketeers The Log Electro Wizard
Wizard Three Musketeers Electro Spirit Goblins P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Three Musketeers Electro Wizard
Three Musketeers P.E.K.K.A The Log Electro Wizard
Wizard Three Musketeers Goblins P.E.K.K.A Electro Wizard
Electro Spirit Goblins Wizard Three Musketeers The Log Electro Wizard
Wizard The Log Electro Spirit Electro Wizard
P.E.K.K.A Three Musketeers Electro Wizard
Wizard Electro Spirit Goblins P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Goblins P.E.K.K.A Electro Wizard
Electro Wizard Wizard The Log
P.E.K.K.A Goblins The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Three Musketeers
Wizard Electro Spirit Three Musketeers Electro Wizard
P.E.K.K.A Goblins Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Electro Spirit Goblins The Log
P.E.K.K.A Three Musketeers
P.E.K.K.A
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Wizard Three Musketeers
Wizard Three Musketeers
Electro Wizard Electro Spirit Goblins Three Musketeers P.E.K.K.A The Log
Electro Spirit Wizard P.E.K.K.A The Log 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.)

The Log
The Log Electro Wizard
The Log
The Log
Wizard The Log
Wizard Electro Spirit
Wizard The Log
The Log Wizard
The Log Wizard
Goblins Three Musketeers Electro Wizard
Wizard The Log Electro Wizard
Wizard
Three Musketeers The Log
The Log
Wizard Three Musketeers The Log
Wizard Three Musketeers The Log
Three Musketeers
Wizard Three Musketeers The Log Electro Wizard
Wizard The Log
The Log
Wizard
The Log
The Log
The Log Electro Spirit Wizard
The Log Wizard Electro Wizard
Wizard The Log
The Log
Wizard Electro Wizard
Electro Wizard Electro Spirit Wizard
Wizard The Log
Electro Spirit Electro Wizard
P.E.K.K.A
Wizard The Log
Electro Wizard Electro Spirit
Wizard Three Musketeers Electro Wizard
The Log
Wizard Three Musketeers Electro Wizard
The Log Wizard
Three Musketeers P.E.K.K.A
Electro Spirit The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: