My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

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.

Musketeer Ice Wizard 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 Battle Ram P.E.K.K.A Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

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.

Battle Ram 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.

Battle Ram 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Ice Wizard

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.

Arrows Battle Ram P.E.K.K.A Ice Wizard

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.

Musketeer Goblin Barrel Ice Wizard 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 Goblin Barrel Ice Wizard Musketeer Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Goblin Barrel Ice Wizard

Attack Synergies 3 12

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
P.E.K.K.A Battle Ram Goblin Barrel
Musketeer
Battle Ram P.E.K.K.A The Log
Battle Ram
The Log Arrows Musketeer Goblin Barrel P.E.K.K.A Electro Wizard
Goblin Barrel
Arrows Battle Ram P.E.K.K.A Ice Wizard
P.E.K.K.A
Arrows Electro Wizard Musketeer Battle Ram Goblin Barrel The Log Ice Wizard
The Log
Battle Ram Musketeer P.E.K.K.A
Ice Wizard
Goblin Barrel P.E.K.K.A
Electro Wizard
P.E.K.K.A Battle Ram

Defense Synergies 2 8

Arrows
P.E.K.K.A Ice Wizard
Musketeer
The Log P.E.K.K.A Electro Wizard
Battle Ram
Goblin Barrel
P.E.K.K.A
The Log Arrows Musketeer Ice Wizard Electro Wizard
The Log
Musketeer P.E.K.K.A Ice Wizard Electro Wizard
Ice Wizard
Arrows P.E.K.K.A The Log
Electro Wizard
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.

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

Arrows Musketeer The Log
Arrows Musketeer The Log Ice Wizard Electro Wizard
Arrows The Log
Arrows Musketeer The Log
Arrows The Log
Arrows Musketeer Ice Wizard
Arrows Musketeer The Log
Arrows The Log Ice Wizard
Arrows The Log
Musketeer 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 Ice Wizard
Arrows The Log Musketeer Ice Wizard Electro Wizard
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows Musketeer Ice Wizard Electro Wizard
Electro Wizard Musketeer
Arrows Musketeer The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows The Log
Electro Wizard Musketeer
Arrows Musketeer Ice Wizard Electro Wizard
Arrows The Log
Musketeer Electro Wizard
Arrows The Log Musketeer
Arrows
Musketeer P.E.K.K.A
Musketeer The Log Electro Wizard
Musketeer Electro Wizard
Musketeer The Log Electro Wizard

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