My Best Clash Royale Deck

Deck Check Rating

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

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!

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.

Musketeer Electro Wizard Mega Knight

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.

Zap Earthquake The Log

Punishments

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

Goblin Gang Hog Rider Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Goblin Gang Hog Rider Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake The Log Mega Knight

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.

Mega Knight

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Goblin Gang Earthquake Musketeer Hog Rider Electro Wizard Mega Knight

Shortest cycle

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

10 Zap The Log Goblin Gang Earthquake

Attack Synergies 7 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.

Zap
Earthquake Hog Rider Electro Wizard Musketeer The Log Mega Knight
Goblin Gang
Hog Rider
Earthquake
Zap Hog Rider The Log Mega Knight
Musketeer
Hog Rider Zap The Log Mega Knight
Hog Rider
Zap Goblin Gang Earthquake Musketeer The Log Electro Wizard Mega Knight
The Log
Hog Rider Zap Earthquake Musketeer Mega Knight
Electro Wizard
Zap Hog Rider Mega Knight
Mega Knight
Zap Earthquake Musketeer Hog Rider The Log Electro Wizard

Defense Synergies 4 13

Zap
Electro Wizard Mega Knight Goblin Gang Earthquake Musketeer The Log
Goblin Gang
Musketeer Zap The Log Electro Wizard
Earthquake
Zap The Log Mega Knight
Musketeer
Goblin Gang The Log Zap Electro Wizard Mega Knight
Hog Rider
The Log
Musketeer Zap Goblin Gang Earthquake Electro Wizard Mega Knight
Electro Wizard
Zap Goblin Gang Musketeer The Log Mega Knight
Mega Knight
Zap Earthquake 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.

Earthquake Zap Musketeer The Log Electro Wizard
Zap Goblin Gang Musketeer The Log Electro Wizard Mega Knight
Goblin Gang Mega Knight Musketeer Electro Wizard
Goblin Gang Musketeer Electro Wizard Mega Knight
Earthquake The Log Mega Knight
Goblin Gang The Log Zap Earthquake Musketeer Electro Wizard Mega Knight
Musketeer Electro Wizard Zap Goblin Gang
Earthquake Zap Musketeer The Log Electro Wizard Mega Knight
Goblin Gang Musketeer
Goblin Gang Musketeer Electro Wizard Mega Knight
Goblin Gang Electro Wizard Zap Earthquake Musketeer The Log Mega Knight
Musketeer Zap Goblin Gang Electro Wizard
Mega Knight Zap Goblin Gang Earthquake Musketeer The Log Electro Wizard
Mega Knight Zap Goblin Gang Earthquake The Log Electro Wizard
Goblin Gang Electro Wizard Mega Knight
Zap Goblin Gang The Log Electro Wizard Mega Knight
Mega Knight Goblin Gang Musketeer Electro Wizard
Mega Knight Zap Goblin Gang Musketeer The Log Electro Wizard
Zap Earthquake The Log Musketeer Electro Wizard Mega Knight
Musketeer Electro Wizard
Goblin Gang Mega Knight Earthquake Musketeer The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Electro Wizard
Electro Wizard Zap Goblin Gang Musketeer The Log Mega Knight
Goblin Gang Mega Knight Zap Musketeer The Log Electro Wizard
Goblin Gang Mega Knight Zap Musketeer The Log Electro Wizard
Goblin Gang Musketeer Mega Knight
Zap Goblin Gang Musketeer Electro Wizard
Goblin Gang Musketeer Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight The Log
Goblin Gang Musketeer
Mega Knight Musketeer
Mega Knight Zap The Log Electro Wizard
Mega Knight Goblin Gang
Musketeer Mega Knight
Goblin Gang Electro Wizard Zap Musketeer The Log
Mega Knight Zap Earthquake Musketeer 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.)

Earthquake Musketeer The Log
Zap Musketeer The Log Electro Wizard
Earthquake The Log
Earthquake Musketeer The Log
Zap Earthquake The Log Mega Knight
Zap Musketeer
Earthquake Musketeer The Log
Earthquake The Log Zap
The Log Zap
Goblin Gang Musketeer Electro Wizard
Zap Earthquake Musketeer The Log Electro Wizard
Zap Musketeer
Earthquake Musketeer The Log
Earthquake Musketeer
Earthquake Zap Musketeer The Log
Earthquake Zap Musketeer The Log
Earthquake Musketeer The Log Mega Knight
Earthquake
Zap Earthquake Musketeer The Log Electro Wizard Mega Knight
Zap Earthquake The Log Mega Knight
Earthquake Musketeer The Log Mega Knight
Musketeer The Log
Earthquake Zap Musketeer The Log
Zap Earthquake The Log Mega Knight
The Log Zap Earthquake Musketeer Electro Wizard
Zap Musketeer The Log Mega Knight
Zap Musketeer The Log
Zap Musketeer Electro Wizard
Zap Electro Wizard Musketeer
Zap Earthquake Musketeer The Log Mega Knight
Zap Electro Wizard
Mega Knight
Earthquake The Log
Zap Earthquake Electro Wizard Goblin Gang Musketeer
Zap Musketeer Electro Wizard
The Log
Goblin Gang Musketeer Electro Wizard Mega Knight
The Log Zap Earthquake Musketeer
Zap
Musketeer Mega Knight
Zap Goblin Gang Musketeer The Log Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer The Log Electro Wizard Mega Knight

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