My Best Clash Royale Deck

Deck Check Rating

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

2 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!

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 Giant Skeleton 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.

Arrows Freeze 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.

Barbarians Hog Rider Giant Skeleton

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 Giant Skeleton 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 Giant Skeleton
Giant Snowball
Barbarians Musketeer Hog Rider
Zap
Barbarian Barrel
Barbarians Musketeer Giant Skeleton Electro Wizard
The Log
Barbarians Musketeer Hog Rider Giant Skeleton
Earthquake
Barbarians Hog Rider
Arrows
Royal Delivery
Barbarians Musketeer Hog Rider Giant Skeleton Electro Wizard
Fireball
Barbarians Musketeer Hog Rider Electro Wizard
Poison
Barbarians Musketeer Electro Wizard
Lightning
Musketeer Electro Wizard
Rocket
Barbarians Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze 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 Freeze Giant Skeleton

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.

Barbarians 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.

The Log Arrows Musketeer Hog Rider Freeze Electro Wizard Barbarians Giant Skeleton

Shortest cycle

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

13 The Log Arrows Musketeer Hog Rider

Attack Synergies 4 9

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 Freeze Giant Skeleton
Barbarians
Hog Rider
Musketeer
Hog Rider Giant Skeleton The Log
Hog Rider
Arrows Musketeer Freeze The Log Barbarians Giant Skeleton Electro Wizard
Freeze
Hog Rider Arrows
Giant Skeleton
Arrows Musketeer Hog Rider The Log Electro Wizard
The Log
Hog Rider Musketeer Giant Skeleton
Electro Wizard
Hog Rider Giant Skeleton

Defense Synergies 1 8

Arrows
Barbarians Giant Skeleton
Barbarians
Arrows
Musketeer
The Log Giant Skeleton Electro Wizard
Hog Rider
Freeze
Electro Wizard
Giant Skeleton
Arrows Musketeer The Log Electro Wizard
The Log
Musketeer Giant Skeleton Electro Wizard
Electro Wizard
Musketeer Freeze Giant Skeleton 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
Barbarians Musketeer The Log Electro Wizard
Barbarians Musketeer Freeze Giant Skeleton Electro Wizard
Barbarians Musketeer Electro Wizard
Arrows Barbarians Giant Skeleton The Log
Arrows Freeze The Log Musketeer Electro Wizard
Musketeer Electro Wizard Arrows Freeze
Arrows Barbarians Musketeer Giant Skeleton The Log Electro Wizard
Barbarians Musketeer
Barbarians Musketeer Giant Skeleton Electro Wizard
Barbarians Electro Wizard Arrows Musketeer Freeze Giant Skeleton The Log
Arrows Musketeer Electro Wizard
Barbarians Musketeer Freeze Giant Skeleton The Log Electro Wizard
Arrows Barbarians Freeze The Log Electro Wizard
Barbarians Electro Wizard
Barbarians Freeze The Log Electro Wizard
Barbarians Arrows Musketeer Electro Wizard
Arrows Barbarians Musketeer The Log Electro Wizard
Arrows Freeze The Log Barbarians Musketeer Giant Skeleton Electro Wizard
Barbarians Musketeer Electro Wizard
Arrows Barbarians Musketeer Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Giant Skeleton Electro Wizard
Electro Wizard Arrows Musketeer The Log
Barbarians Giant Skeleton Musketeer The Log Electro Wizard
Giant Skeleton Barbarians Musketeer The Log Electro Wizard
Barbarians Giant Skeleton Musketeer
Arrows Musketeer Freeze Electro Wizard
Barbarians Musketeer Giant Skeleton Electro Wizard
Giant Skeleton Barbarians
Freeze Giant Skeleton Electro Wizard Barbarians The Log
Barbarians Musketeer
Barbarians Musketeer Giant Skeleton
Arrows Barbarians Giant Skeleton The Log Electro Wizard
Barbarians Giant Skeleton
Barbarians Musketeer
Barbarians Electro Wizard Musketeer Freeze Giant Skeleton The Log
Arrows Barbarians Musketeer Freeze Giant Skeleton The Log 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 Freeze Giant Skeleton The Log
Arrows Musketeer The Log Electro Wizard
Arrows Giant Skeleton The Log
Arrows Barbarians Musketeer Freeze Giant Skeleton The Log
Arrows The Log
Arrows Musketeer Freeze
Arrows Musketeer The Log
Arrows The Log Freeze
Arrows The Log
Musketeer Electro Wizard
Arrows Musketeer The Log Electro Wizard
Arrows Musketeer
Musketeer The Log
Arrows Musketeer Freeze
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows Freeze
Arrows Musketeer The Log Electro Wizard
Arrows The Log
Musketeer Giant Skeleton The Log
Arrows
Musketeer The Log
Arrows Barbarians Musketeer The Log
Arrows Freeze The Log
Arrows The Log Musketeer Electro Wizard
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows Musketeer Electro Wizard
Electro Wizard Musketeer Freeze
Arrows Musketeer The Log
Arrows Freeze Electro Wizard
Giant Skeleton
Arrows The Log
Electro Wizard Barbarians Musketeer Freeze
Arrows Musketeer Electro Wizard
Freeze
Arrows The Log
Musketeer Electro Wizard
Arrows The Log Musketeer
Arrows Giant Skeleton
Musketeer
Musketeer Freeze Giant Skeleton The Log Electro Wizard
Musketeer Electro Wizard
Musketeer Freeze Giant Skeleton The Log Electro Wizard

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