My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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.

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.

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

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Guards 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Guards Musketeer Hog Rider Electro Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

12 The Log Arrows Guards Musketeer

Attack Synergies 6 6

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
Musketeer
Hog Rider P.E.K.K.A The Log
Hog Rider
Arrows Musketeer The Log Guards Electro Wizard
Guards
Hog Rider The Log
P.E.K.K.A
Arrows Electro Wizard Goblinstein Musketeer The Log
The Log
Hog Rider Musketeer Guards P.E.K.K.A
Electro Wizard
P.E.K.K.A Hog Rider
Goblinstein
P.E.K.K.A

Defense Synergies 4 7

Arrows
P.E.K.K.A
Musketeer
Guards The Log P.E.K.K.A Electro Wizard
Hog Rider
Guards
Musketeer The Log Electro Wizard
P.E.K.K.A
The Log Goblinstein Arrows Musketeer Electro Wizard
The Log
Musketeer P.E.K.K.A Guards Electro Wizard
Electro Wizard
Musketeer Guards P.E.K.K.A The Log
Goblinstein
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.

Musketeer The Log Electro Wizard
P.E.K.K.A Musketeer The Log Electro Wizard
P.E.K.K.A Musketeer Electro Wizard
P.E.K.K.A Musketeer Guards Electro Wizard
Arrows P.E.K.K.A The Log
Arrows The Log Musketeer Guards Electro Wizard
Musketeer Electro Wizard Arrows
Arrows Musketeer P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Musketeer
Guards Musketeer Electro Wizard
Guards Electro Wizard Arrows Musketeer The Log
Arrows Musketeer Electro Wizard
P.E.K.K.A Musketeer Guards The Log Electro Wizard
Arrows Guards P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A The Log Electro Wizard Goblinstein
Arrows Musketeer P.E.K.K.A Electro Wizard
Arrows Musketeer Guards The Log Electro Wizard
Arrows The Log Musketeer Guards Electro Wizard
P.E.K.K.A Musketeer Electro Wizard
Arrows Musketeer Guards P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Guards

Counters to secondary win conditions

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

Guards P.E.K.K.A Electro Wizard
Electro Wizard Arrows Musketeer The Log
Guards P.E.K.K.A Musketeer The Log Electro Wizard
Guards P.E.K.K.A Musketeer The Log Electro Wizard
P.E.K.K.A Musketeer Guards
Arrows Goblinstein Musketeer Electro Wizard
Guards P.E.K.K.A Musketeer Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Goblinstein The Log
P.E.K.K.A Musketeer Guards
P.E.K.K.A Musketeer Guards
P.E.K.K.A Arrows Guards The Log Electro Wizard
P.E.K.K.A Guards
Musketeer
Guards Electro Wizard Musketeer P.E.K.K.A The Log Goblinstein
Arrows Musketeer P.E.K.K.A The Log Electro Wizard
Arrows 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.)

Arrows Musketeer Guards The Log
Arrows Musketeer The Log Electro Wizard
Arrows The Log
Arrows Musketeer Guards The Log
Arrows The Log Goblinstein
Arrows Goblinstein Musketeer
Arrows Musketeer The Log
Arrows The Log
Arrows The Log
Musketeer Guards Electro Wizard
Arrows Musketeer The Log Electro Wizard
Arrows Musketeer
Musketeer The Log
Arrows Musketeer
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows
Arrows Musketeer The Log Electro Wizard
Arrows The Log
Musketeer The Log
Arrows
Musketeer The Log
Arrows Musketeer The Log
Arrows The Log Goblinstein
Arrows The Log Musketeer Electro Wizard
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows Musketeer Electro Wizard
Electro Wizard Musketeer Guards Goblinstein
Arrows Musketeer The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows The Log
Electro Wizard Musketeer Guards Goblinstein
Arrows Musketeer Electro Wizard
Arrows The Log
Musketeer Electro Wizard
Arrows The Log Musketeer
Arrows
Musketeer P.E.K.K.A
Musketeer Guards The Log Electro Wizard
Musketeer Electro Wizard
Musketeer The Log Electro Wizard
P.E.K.K.A

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