My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

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.

Skeletons Ice Spirit 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.

Fireball 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.

Fireball

Dropped at the bridge

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

Ice 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 Musketeer Hog Rider
Zap
Skeletons
Barbarian Barrel
Skeletons Ice Spirit Musketeer Electro Wizard
The Log
Skeletons Ice Spirit Musketeer Hog Rider
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Ice Spirit
Royal Delivery
Skeletons Ice 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.

Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball 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.

Ice 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.

Fireball

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.

Ice Spirit Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit The Log Fireball Musketeer Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

8 Skeletons Ice Spirit The Log Fireball

Attack Synergies 6 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
Ice Spirit
Hog Rider P.E.K.K.A Musketeer
Fireball
Hog Rider The Log Electro Wizard
Musketeer
Hog Rider Ice Spirit P.E.K.K.A The Log
Hog Rider
Ice Spirit Fireball Musketeer The Log Electro Wizard
P.E.K.K.A
Ice Spirit Electro Wizard Musketeer The Log
The Log
Hog Rider Fireball Musketeer P.E.K.K.A
Electro Wizard
P.E.K.K.A Fireball Hog Rider

Defense Synergies 5 14

Skeletons
Musketeer Ice Spirit P.E.K.K.A The Log Electro Wizard
Ice Spirit
Musketeer Skeletons Fireball P.E.K.K.A The Log Electro Wizard
Fireball
The Log Ice Spirit Musketeer Electro Wizard
Musketeer
Skeletons Ice Spirit The Log Fireball P.E.K.K.A Electro Wizard
Hog Rider
P.E.K.K.A
The Log Skeletons Ice Spirit Musketeer Electro Wizard
The Log
Fireball Musketeer P.E.K.K.A Skeletons Ice Spirit Electro Wizard
Electro Wizard
Skeletons Ice Spirit Fireball 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.

Fireball Musketeer The Log Electro Wizard
P.E.K.K.A Skeletons Ice Spirit Musketeer The Log Electro Wizard
P.E.K.K.A Skeletons Musketeer Electro Wizard
P.E.K.K.A Skeletons Musketeer Electro Wizard
Fireball P.E.K.K.A The Log
Fireball The Log Skeletons Musketeer Electro Wizard
Musketeer Electro Wizard Ice Spirit Fireball
Fireball Musketeer P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Musketeer
Skeletons Ice Spirit Musketeer Electro Wizard
Electro Wizard Skeletons Fireball Musketeer The Log
Musketeer Fireball Electro Wizard
P.E.K.K.A Skeletons Ice Spirit Fireball Musketeer The Log Electro Wizard
Fireball Ice Spirit P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Ice Spirit Fireball P.E.K.K.A The Log Electro Wizard
Skeletons Fireball Musketeer P.E.K.K.A Electro Wizard
Ice Spirit Fireball Musketeer The Log Electro Wizard
The Log Ice Spirit Fireball Musketeer Electro Wizard
P.E.K.K.A Musketeer Electro Wizard
Fireball 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.

Skeletons Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Musketeer The Log
P.E.K.K.A Skeletons Ice Spirit Musketeer The Log Electro Wizard
P.E.K.K.A Fireball Musketeer The Log Electro Wizard
P.E.K.K.A Skeletons Musketeer
Fireball Skeletons Ice Spirit Musketeer Electro Wizard
P.E.K.K.A Skeletons Fireball Musketeer Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Ice Spirit Fireball The Log
P.E.K.K.A Skeletons Musketeer
P.E.K.K.A Musketeer
P.E.K.K.A Fireball The Log Electro Wizard
P.E.K.K.A Skeletons Fireball
Fireball Musketeer
Electro Wizard Skeletons Ice Spirit Fireball Musketeer P.E.K.K.A The Log
Fireball Musketeer P.E.K.K.A The Log Electro Wizard
Fireball 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.)

Fireball Musketeer The Log
Fireball Musketeer The Log Electro Wizard
Fireball The Log
Fireball Musketeer The Log
Fireball The Log
Fireball Ice Spirit Musketeer
Musketeer The Log
Fireball The Log Ice Spirit
Fireball The Log
Fireball Musketeer Electro Wizard
Fireball Musketeer The Log Electro Wizard
Fireball Musketeer
Fireball Musketeer The Log
Fireball Musketeer
Fireball Musketeer The Log
Fireball Musketeer The Log
Fireball Musketeer The Log
Fireball
Fireball Musketeer The Log Electro Wizard
Fireball The Log
Fireball Musketeer The Log
Fireball
Musketeer The Log
Fireball Musketeer The Log
The Log Ice Spirit Fireball
Fireball The Log Musketeer Electro Wizard
Fireball Musketeer The Log
Fireball Musketeer The Log
Fireball Musketeer Electro Wizard
Electro Wizard Ice Spirit Fireball Musketeer
Fireball
Fireball Musketeer The Log
Ice Spirit Fireball Electro Wizard
P.E.K.K.A
Fireball The Log
Electro Wizard Ice Spirit Fireball Musketeer
Fireball Musketeer Electro Wizard
The Log Fireball
Fireball Musketeer Electro Wizard
The Log Fireball Musketeer
Fireball
Musketeer P.E.K.K.A
Ice Spirit Fireball Musketeer The Log Electro Wizard
Fireball Musketeer Electro Wizard
Fireball Musketeer The Log Electro Wizard
P.E.K.K.A
Fireball

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