My Best Clash Royale Deck

Deck Check Rating

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

4 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Musketeer 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 Wizard P.E.K.K.A Sparky

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.

Arrows

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.

Knight 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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Sparky

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.

Arrows Knight Guards P.E.K.K.A Sparky

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.

Musketeer 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.

Arrows Knight Guards Musketeer Hog Rider Wizard Sparky P.E.K.K.A

Shortest cycle

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

13 Arrows Knight Guards Musketeer

Attack Synergies 6 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.

Arrows
Hog Rider P.E.K.K.A Sparky Knight
Knight
Musketeer Hog Rider Arrows Wizard Sparky
Musketeer
Knight Hog Rider P.E.K.K.A
Hog Rider
Arrows Knight Musketeer Wizard Guards
Wizard
Knight Hog Rider P.E.K.K.A Sparky
Guards
Hog Rider
P.E.K.K.A
Arrows Musketeer Wizard
Sparky
Arrows Knight Wizard

Defense Synergies 2 9

Arrows
Knight P.E.K.K.A Sparky
Knight
Musketeer Arrows Wizard Sparky
Musketeer
Knight Guards P.E.K.K.A
Hog Rider
Wizard
Knight Guards P.E.K.K.A
Guards
Musketeer Wizard Sparky
P.E.K.K.A
Arrows Musketeer Wizard
Sparky
Arrows Knight Guards

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.

Knight Musketeer Wizard Sparky
P.E.K.K.A Sparky Knight Musketeer
P.E.K.K.A Sparky Knight Musketeer
P.E.K.K.A Sparky Knight Musketeer Guards
Arrows P.E.K.K.A Sparky
Arrows Musketeer Guards
Musketeer Arrows Wizard
Arrows Musketeer P.E.K.K.A Sparky
P.E.K.K.A Sparky Musketeer
Knight Guards Musketeer Sparky
Guards Arrows Knight Musketeer Wizard
Arrows Musketeer Wizard
P.E.K.K.A Sparky Knight Musketeer Wizard Guards
Wizard Sparky Arrows Guards P.E.K.K.A
P.E.K.K.A Sparky Knight
P.E.K.K.A Sparky
Wizard Sparky Arrows Knight Musketeer P.E.K.K.A
Arrows Knight Musketeer Wizard Guards
Arrows Wizard Knight Musketeer Guards
P.E.K.K.A Sparky Musketeer
Wizard Arrows Knight Musketeer Guards P.E.K.K.A Sparky
P.E.K.K.A Sparky

Counters to secondary win conditions

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

Knight Guards P.E.K.K.A Sparky
Arrows Knight Musketeer Wizard
Guards P.E.K.K.A Knight Musketeer Sparky
Guards P.E.K.K.A Knight Musketeer Sparky
P.E.K.K.A Knight Musketeer Guards Sparky
Arrows Wizard Musketeer
Guards P.E.K.K.A Sparky Knight Musketeer
P.E.K.K.A Knight Sparky
P.E.K.K.A Knight Sparky
P.E.K.K.A Musketeer Guards Sparky
P.E.K.K.A Knight Musketeer Guards Sparky
P.E.K.K.A Arrows Guards
P.E.K.K.A Knight Wizard Guards Sparky
Wizard Musketeer Sparky
Guards Sparky Knight Musketeer P.E.K.K.A
Arrows Musketeer Wizard P.E.K.K.A Sparky
Arrows

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.)

Arrows Knight Musketeer Guards Sparky
Arrows Musketeer
Arrows Sparky
Arrows Knight Musketeer Guards Sparky
Wizard Arrows Sparky
Arrows Wizard Musketeer
Arrows Musketeer Wizard Sparky
Arrows Wizard
Arrows Wizard
Musketeer Guards Sparky
Arrows Knight Musketeer Wizard Sparky
Arrows Musketeer Wizard
Knight Musketeer Sparky
Arrows Musketeer
Arrows Musketeer Sparky
Arrows Musketeer Wizard Sparky
Arrows Musketeer Wizard Sparky
Arrows Sparky
Sparky
Arrows Musketeer Wizard Sparky
Arrows Wizard
Musketeer Sparky
Arrows Wizard
Musketeer Sparky
Arrows Musketeer
Arrows Wizard Sparky
Arrows Musketeer Wizard Sparky
Arrows Musketeer Wizard Sparky
Arrows Musketeer Sparky
Arrows Musketeer Wizard Sparky
Musketeer Wizard Guards
Sparky
Arrows Musketeer Wizard Sparky
Arrows Sparky
P.E.K.K.A Sparky
Arrows Wizard Sparky
Musketeer Guards
Arrows Musketeer Wizard
Arrows
Knight Musketeer Wizard Sparky
Arrows Musketeer Wizard
Arrows Sparky
Musketeer P.E.K.K.A Sparky
Musketeer Guards Sparky
Musketeer
Musketeer Sparky
P.E.K.K.A Sparky
Wizard Sparky

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