My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Gang 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.

Knight 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.

Graveyard

Damage spells

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

Zap The Log

Punishments

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

Goblin Gang Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Graveyard

Dropped at the bridge

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

Knight Goblin Gang 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.

Electro Wizard Graveyard

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 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.

Graveyard

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.

Goblin Gang 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.

Zap The Log Knight Goblin Gang Musketeer Electro Wizard Graveyard P.E.K.K.A

Shortest cycle

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

10 Zap The Log Knight Goblin Gang

Attack Synergies 8 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.

Zap
P.E.K.K.A Electro Wizard Graveyard Knight Musketeer The Log
Knight
Goblin Gang Musketeer Graveyard Zap The Log Electro Wizard
Goblin Gang
Knight P.E.K.K.A
Musketeer
Knight Zap P.E.K.K.A The Log Graveyard
P.E.K.K.A
Zap Electro Wizard Goblin Gang Musketeer The Log Graveyard
The Log
Zap Knight Musketeer P.E.K.K.A Graveyard
Electro Wizard
Zap P.E.K.K.A Graveyard Knight
Graveyard
Zap Knight Electro Wizard Musketeer P.E.K.K.A The Log

Defense Synergies 7 13

Zap
Electro Wizard Knight Goblin Gang Musketeer P.E.K.K.A The Log
Knight
Goblin Gang Musketeer Electro Wizard Zap The Log
Goblin Gang
Knight Musketeer Zap P.E.K.K.A The Log Electro Wizard
Musketeer
Knight Goblin Gang The Log Zap P.E.K.K.A Electro Wizard
P.E.K.K.A
The Log Zap Goblin Gang Musketeer Electro Wizard
The Log
Musketeer P.E.K.K.A Zap Knight Goblin Gang Electro Wizard
Electro Wizard
Zap Knight Goblin Gang Musketeer P.E.K.K.A The Log
Graveyard

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.

Zap Knight Musketeer The Log Electro Wizard
P.E.K.K.A Zap Knight Goblin Gang Musketeer The Log Electro Wizard
Goblin Gang P.E.K.K.A Knight Musketeer Electro Wizard
P.E.K.K.A Knight Goblin Gang Musketeer Electro Wizard
P.E.K.K.A The Log
Goblin Gang The Log Zap Musketeer Electro Wizard
Musketeer Electro Wizard Zap Goblin Gang
Zap Musketeer P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Musketeer
Knight Goblin Gang Musketeer Electro Wizard
Goblin Gang Electro Wizard Zap Knight Musketeer The Log
Musketeer Zap Goblin Gang Electro Wizard
P.E.K.K.A Zap Knight Goblin Gang Musketeer The Log Electro Wizard
Zap Goblin Gang P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Goblin Gang Electro Wizard
Zap Goblin Gang P.E.K.K.A The Log Electro Wizard
Knight Goblin Gang Musketeer P.E.K.K.A Electro Wizard
Zap Knight Goblin Gang Musketeer The Log Electro Wizard
Zap The Log Knight Musketeer Electro Wizard
P.E.K.K.A Musketeer Electro Wizard
Goblin Gang Knight 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.

Knight Goblin Gang Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Knight Goblin Gang Musketeer The Log
Goblin Gang P.E.K.K.A Zap Knight Musketeer The Log Electro Wizard
Goblin Gang P.E.K.K.A Zap Knight Musketeer The Log Electro Wizard
P.E.K.K.A Knight Goblin Gang Musketeer
Zap Goblin Gang Musketeer Electro Wizard
Goblin Gang P.E.K.K.A Knight Musketeer Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight The Log
P.E.K.K.A Goblin Gang Musketeer
P.E.K.K.A Knight Musketeer
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Knight Goblin Gang
Musketeer
Goblin Gang Electro Wizard Zap Knight Musketeer P.E.K.K.A The Log
Zap Musketeer P.E.K.K.A 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.)

Knight Musketeer The Log
Zap Musketeer The Log Electro Wizard
The Log
Knight Musketeer The Log
Zap The Log
Zap Musketeer
Musketeer The Log
The Log Zap
The Log Zap
Goblin Gang Musketeer Electro Wizard
Zap Knight Musketeer The Log Electro Wizard
Zap Musketeer
Knight Musketeer The Log
Musketeer
Zap Musketeer The Log
Zap Musketeer The Log
Musketeer The Log
Zap Musketeer The Log Electro Wizard
Zap The Log
Musketeer The Log
Musketeer The Log
Zap Musketeer The Log
Zap The Log
The Log Zap Musketeer Electro Wizard
Zap Musketeer The Log
Zap Musketeer The Log
Zap Musketeer Electro Wizard
Zap Electro Wizard Musketeer
Zap Musketeer The Log
Zap Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard Goblin Gang Musketeer
Zap Musketeer Electro Wizard
The Log
Knight Goblin Gang Musketeer Electro Wizard
The Log Zap Musketeer
Zap
Musketeer P.E.K.K.A
Zap Goblin Gang Musketeer The Log Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer The Log Electro Wizard

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