My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Archer Queen

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.

Fire Spirit Musketeer 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.

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.

The Log

Punishments

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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

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.

Fire Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Cannon 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.

9 Fire Spirit The Log Cannon Goblin Barrel

Attack Synergies 5 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.

Fire Spirit
Hog Rider P.E.K.K.A Goblin Barrel
Cannon
Musketeer
Hog Rider P.E.K.K.A The Log
Hog Rider
Fire Spirit Musketeer The Log Goblin Barrel Electro Wizard
Goblin Barrel
Fire Spirit Hog Rider P.E.K.K.A
P.E.K.K.A
Fire Spirit Electro Wizard Musketeer Goblin Barrel The Log
The Log
Hog Rider Musketeer P.E.K.K.A
Electro Wizard
P.E.K.K.A Hog Rider

Defense Synergies 4 8

Fire Spirit
P.E.K.K.A The Log Electro Wizard
Cannon
Musketeer The Log Electro Wizard
Musketeer
Cannon The Log P.E.K.K.A Electro Wizard
Hog Rider
Goblin Barrel
P.E.K.K.A
The Log Fire Spirit Musketeer Electro Wizard
The Log
Cannon Musketeer P.E.K.K.A Fire Spirit Electro Wizard
Electro Wizard
Fire Spirit Cannon 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.

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

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

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