My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Gang Musketeer Ice 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 Ice 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.

Zap Tornado

Punishments

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

Goblin Gang 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.

Knight Goblin Gang Hog Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado 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.

Knight Tornado P.E.K.K.A Ice Wizard

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 Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Goblin Gang Tornado Ice Wizard Musketeer Hog Rider P.E.K.K.A

Shortest cycle

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

11 Zap Knight Goblin Gang Tornado

Attack Synergies 9 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.

Zap
Hog Rider Tornado P.E.K.K.A Knight Musketeer Ice Wizard
Knight
Goblin Gang Musketeer Hog Rider Zap Ice Wizard
Goblin Gang
Knight Hog Rider P.E.K.K.A
Musketeer
Knight Hog Rider Zap P.E.K.K.A
Hog Rider
Zap Knight Goblin Gang Musketeer Tornado
Tornado
Zap P.E.K.K.A Hog Rider Ice Wizard
P.E.K.K.A
Zap Tornado Goblin Gang Musketeer Ice Wizard
Ice Wizard
Zap Knight Tornado P.E.K.K.A

Defense Synergies 6 12

Zap
Knight Goblin Gang Musketeer Tornado P.E.K.K.A Ice Wizard
Knight
Goblin Gang Musketeer Ice Wizard Zap Tornado
Goblin Gang
Knight Musketeer Zap P.E.K.K.A Ice Wizard
Musketeer
Knight Goblin Gang Zap Tornado P.E.K.K.A
Hog Rider
Tornado
P.E.K.K.A Ice Wizard Zap Knight Musketeer
P.E.K.K.A
Tornado Zap Goblin Gang Musketeer Ice Wizard
Ice Wizard
Knight Tornado Zap Goblin Gang P.E.K.K.A

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
P.E.K.K.A Zap Knight Goblin Gang Musketeer Ice Wizard
Goblin Gang Tornado P.E.K.K.A Knight Musketeer Ice Wizard
P.E.K.K.A Knight Goblin Gang Musketeer Ice Wizard
Tornado P.E.K.K.A
Goblin Gang Tornado Zap Musketeer Ice Wizard
Musketeer Tornado Zap Goblin Gang Ice Wizard
Zap Musketeer P.E.K.K.A
P.E.K.K.A Goblin Gang Musketeer Tornado Ice Wizard
Knight Goblin Gang Tornado Musketeer Ice Wizard
Goblin Gang Ice Wizard Zap Knight Musketeer Tornado
Musketeer Zap Goblin Gang Tornado Ice Wizard
P.E.K.K.A Zap Knight Goblin Gang Musketeer Ice Wizard
Zap Goblin Gang Tornado P.E.K.K.A
P.E.K.K.A Knight Goblin Gang
Tornado Zap Goblin Gang P.E.K.K.A
Knight Goblin Gang Musketeer Tornado P.E.K.K.A
Zap Knight Goblin Gang Musketeer Tornado Ice Wizard
Zap Tornado Knight Musketeer Ice Wizard
P.E.K.K.A Musketeer Tornado
Goblin Gang Knight Musketeer P.E.K.K.A

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
Zap Knight Goblin Gang Musketeer
Goblin Gang P.E.K.K.A Zap Knight Musketeer
Goblin Gang P.E.K.K.A Zap Knight Musketeer Tornado
P.E.K.K.A Knight Goblin Gang Musketeer
Zap Goblin Gang Musketeer Tornado Ice Wizard
Goblin Gang P.E.K.K.A Knight Musketeer Ice Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Knight Tornado
P.E.K.K.A Goblin Gang Musketeer
P.E.K.K.A Knight Musketeer
P.E.K.K.A Zap Tornado
P.E.K.K.A Knight Goblin Gang
Musketeer
Goblin Gang Zap Knight Musketeer Tornado P.E.K.K.A
Zap Musketeer P.E.K.K.A Ice 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
Zap Musketeer Tornado Ice Wizard
Knight Musketeer
Zap
Zap Musketeer Tornado Ice Wizard
Musketeer Tornado
Zap Tornado Ice Wizard
Zap Tornado
Goblin Gang Musketeer Tornado
Zap Knight Musketeer Tornado
Zap Musketeer Tornado
Knight Musketeer
Musketeer
Zap Musketeer
Zap Musketeer
Musketeer
Tornado
Zap Musketeer
Zap Tornado
Musketeer
Tornado
Musketeer Tornado
Zap Musketeer
Zap Tornado Ice Wizard
Zap Musketeer Tornado Ice Wizard
Zap Musketeer Tornado
Zap Musketeer Tornado
Zap Musketeer Tornado Ice Wizard
Zap Musketeer
Zap Musketeer
Zap
P.E.K.K.A
Zap Goblin Gang Musketeer
Zap Musketeer Tornado Ice Wizard
Knight Goblin Gang Musketeer
Zap Musketeer
Zap Tornado
Musketeer P.E.K.K.A
Zap Goblin Gang Musketeer Tornado
Zap Musketeer Tornado
Zap Musketeer Tornado

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