My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding 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 Ram Rider

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 Knight Musketeer P.E.K.K.A Electro Wizard Ram Rider

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Ram Rider

Damage spells

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

Rage The Log

Punishments

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

Ram 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 P.E.K.K.A Ram Rider

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

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Rage 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.

Skeletons Rage The Log Knight Musketeer Electro Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

8 Skeletons Rage The Log Knight

Attack Synergies 2 11

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
Knight
Musketeer The Log Electro Wizard Ram Rider
Musketeer
Knight P.E.K.K.A The Log Ram Rider
Rage
Electro Wizard
P.E.K.K.A
Electro Wizard Musketeer The Log Ram Rider
The Log
Knight Musketeer P.E.K.K.A Ram Rider
Electro Wizard
P.E.K.K.A Knight Rage Ram Rider
Ram Rider
Knight Musketeer P.E.K.K.A The Log Electro Wizard

Defense Synergies 5 13

Skeletons
Musketeer Knight P.E.K.K.A The Log Electro Wizard Ram Rider
Knight
Musketeer Electro Wizard Skeletons The Log
Musketeer
Skeletons Knight The Log P.E.K.K.A Electro Wizard Ram Rider
Rage
P.E.K.K.A
The Log Skeletons Musketeer Electro Wizard
The Log
Musketeer P.E.K.K.A Skeletons Knight Electro Wizard Ram Rider
Electro Wizard
Knight Skeletons Musketeer P.E.K.K.A The Log Ram Rider
Ram Rider
Skeletons Musketeer The Log Electro Wizard

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 The Log Electro Wizard Ram Rider
P.E.K.K.A Skeletons Knight Musketeer The Log Electro Wizard Ram Rider
P.E.K.K.A Ram Rider Skeletons Knight Musketeer Electro Wizard
P.E.K.K.A Skeletons Knight Musketeer Electro Wizard Ram Rider
P.E.K.K.A The Log
The Log Skeletons Musketeer Electro Wizard
Musketeer Electro Wizard Ram Rider
Musketeer P.E.K.K.A The Log Electro Wizard Ram Rider
P.E.K.K.A Skeletons Musketeer
Knight Skeletons Musketeer Electro Wizard
Electro Wizard Skeletons Knight Musketeer The Log Ram Rider
Musketeer Electro Wizard Ram Rider
P.E.K.K.A Skeletons Knight Musketeer The Log Electro Wizard Ram Rider
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Electro Wizard Ram Rider
P.E.K.K.A The Log Electro Wizard Ram Rider
Skeletons Knight Musketeer P.E.K.K.A Electro Wizard
Knight Musketeer The Log Electro Wizard Ram Rider
The Log Knight Musketeer Electro Wizard Ram Rider
P.E.K.K.A Musketeer Electro Wizard Ram Rider
Knight Musketeer P.E.K.K.A The Log Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Knight Musketeer The Log
P.E.K.K.A Skeletons Knight Musketeer The Log Electro Wizard Ram Rider
P.E.K.K.A Knight Musketeer The Log Electro Wizard Ram Rider
P.E.K.K.A Skeletons Knight Musketeer Ram Rider
Skeletons Musketeer Electro Wizard Ram Rider
P.E.K.K.A Skeletons Knight Musketeer Electro Wizard Ram Rider
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Skeletons Knight The Log
P.E.K.K.A Skeletons Musketeer
P.E.K.K.A Knight Musketeer
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Knight Ram Rider
Musketeer
Electro Wizard Skeletons Knight Musketeer P.E.K.K.A The Log
Musketeer P.E.K.K.A The Log Electro Wizard
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.)

Knight Musketeer The Log
Musketeer The Log Electro Wizard Ram Rider
The Log
Knight Musketeer The Log
The Log
Musketeer Ram Rider
Musketeer The Log
The Log Ram Rider
The Log Ram Rider
Musketeer Electro Wizard
Knight Musketeer The Log Electro Wizard Ram Rider
Musketeer
Knight Musketeer The Log
Musketeer
Musketeer The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log Electro Wizard
The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log
The Log Musketeer Electro Wizard Ram Rider
Musketeer The Log Ram Rider
Musketeer The Log
Musketeer Electro Wizard
Electro Wizard Musketeer
Musketeer The Log
Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Musketeer
Musketeer Electro Wizard Ram Rider
The Log
Knight 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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