My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Musketeer Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Musketeer P.E.K.K.A Royal Ghost 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.

The Log

Punishments

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

Hog Rider Royal Ghost

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.

Hog Rider P.E.K.K.A Royal Ghost

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 Royal Ghost 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
Skeletons Hog Rider
Giant Snowball
Skeletons Cannon Musketeer Hog Rider
Zap
Skeletons Cannon
Barbarian Barrel
Skeletons Cannon Musketeer Royal Ghost Electro Wizard
The Log
Skeletons Cannon Musketeer Hog Rider
Earthquake
Skeletons Cannon Hog Rider
Arrows
Skeletons
Royal Delivery
Skeletons Musketeer Hog Rider P.E.K.K.A Royal Ghost Electro Wizard
Fireball
Cannon Musketeer Hog Rider Electro Wizard
Poison
Cannon Musketeer Electro Wizard
Lightning
Cannon Musketeer Electro Wizard
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log Royal Ghost

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.

P.E.K.K.A Royal Ghost

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 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.

Skeletons The Log Cannon Royal Ghost Musketeer Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Cannon Royal Ghost

Attack Synergies 3 6

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.

Skeletons
Cannon
Musketeer
Hog Rider P.E.K.K.A The Log Royal Ghost
Hog Rider
Musketeer The Log Electro Wizard
P.E.K.K.A
Electro Wizard Musketeer The Log
The Log
Hog Rider Musketeer P.E.K.K.A
Royal Ghost
Musketeer Electro Wizard
Electro Wizard
P.E.K.K.A Hog Rider Royal Ghost

Defense Synergies 6 13

Skeletons
Cannon Musketeer P.E.K.K.A The Log Royal Ghost Electro Wizard
Cannon
Skeletons Musketeer The Log Royal Ghost Electro Wizard
Musketeer
Skeletons Cannon The Log P.E.K.K.A Royal Ghost Electro Wizard
Hog Rider
P.E.K.K.A
The Log Skeletons Musketeer Electro Wizard
The Log
Cannon Musketeer P.E.K.K.A Skeletons Royal Ghost Electro Wizard
Royal Ghost
Skeletons Cannon Musketeer The Log Electro Wizard
Electro Wizard
Skeletons Cannon Musketeer P.E.K.K.A The Log Royal Ghost

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.

Cannon Musketeer The Log Electro Wizard
P.E.K.K.A Skeletons Cannon Musketeer The Log Electro Wizard
Cannon P.E.K.K.A Skeletons Musketeer Electro Wizard
Cannon P.E.K.K.A Skeletons Musketeer Electro Wizard
P.E.K.K.A The Log
The Log Skeletons Cannon Musketeer Royal Ghost Electro Wizard
Musketeer Electro Wizard Cannon
Cannon Musketeer P.E.K.K.A The Log Electro Wizard
Cannon P.E.K.K.A Skeletons Musketeer
Skeletons Cannon Musketeer Royal Ghost Electro Wizard
Electro Wizard Skeletons Cannon Musketeer The Log Royal Ghost
Musketeer Electro Wizard
Cannon P.E.K.K.A Skeletons Musketeer The Log Electro Wizard
Cannon P.E.K.K.A The Log Royal Ghost Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Cannon P.E.K.K.A The Log Electro Wizard
Skeletons Cannon Musketeer P.E.K.K.A Electro Wizard
Cannon Musketeer The Log Royal Ghost Electro Wizard
The Log Cannon Musketeer Royal Ghost Electro Wizard
P.E.K.K.A Cannon Musketeer Electro Wizard
Royal Ghost Cannon 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.

Skeletons P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Musketeer The Log Royal Ghost
P.E.K.K.A Skeletons Musketeer The Log Electro Wizard
P.E.K.K.A Musketeer The Log Electro Wizard
P.E.K.K.A Skeletons Cannon Musketeer
Skeletons Musketeer Electro Wizard
P.E.K.K.A Skeletons Musketeer Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons The Log
P.E.K.K.A Skeletons Cannon Musketeer
P.E.K.K.A Musketeer
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Cannon
Cannon Musketeer
Electro Wizard Skeletons Musketeer P.E.K.K.A The Log
Cannon Musketeer P.E.K.K.A The Log Royal Ghost Electro Wizard
Cannon Electro Wizard
Cannon P.E.K.K.A
P.E.K.K.A Cannon

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.)

Musketeer The Log Royal Ghost
Musketeer The Log Royal Ghost Electro Wizard
The Log
Musketeer The Log
The Log
Musketeer
Musketeer The Log
The Log
The Log
Musketeer Electro Wizard
Musketeer The Log Electro Wizard
Musketeer
Musketeer The Log
Musketeer
Musketeer The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log Electro Wizard
The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log
The Log Musketeer Royal Ghost Electro Wizard
Musketeer The Log
Musketeer The Log
Musketeer Electro Wizard
Electro Wizard Musketeer
Musketeer The Log
Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Musketeer
Musketeer Electro Wizard
The Log
Musketeer Electro Wizard
The Log Musketeer
Musketeer P.E.K.K.A
Musketeer The Log Electro Wizard
Musketeer Electro Wizard
Musketeer The Log Royal Ghost Electro Wizard
P.E.K.K.A

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