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.

Fire Spirit Bats Musketeer

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.

Bats Musketeer P.E.K.K.A

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 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.

Fire Spirit 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
Bats Hog Rider Skeleton Army
Giant Snowball
Fire Spirit Bats Musketeer Hog Rider Skeleton Army
Zap
Fire Spirit Bats Skeleton Army
Barbarian Barrel
Fire Spirit Musketeer Skeleton Army
The Log
Fire Spirit Musketeer Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Fire Spirit Bats Skeleton Army
Royal Delivery
Fire Spirit Bats Musketeer Hog Rider Skeleton Army P.E.K.K.A
Fireball
Musketeer Hog Rider Skeleton Army
Poison
Bats Musketeer Skeleton Army
Lightning
Musketeer
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap The Log

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.

Fire Spirit Bats Skeleton Army 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.

Skeleton Army

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.

Fire Spirit Musketeer

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.

Fire Spirit Bats Zap The Log Skeleton Army Musketeer Hog Rider P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Bats Zap The Log

Attack Synergies 7 8

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.

Fire Spirit
Hog Rider P.E.K.K.A Zap
Bats
Hog Rider Zap P.E.K.K.A
Zap
Hog Rider P.E.K.K.A Fire Spirit Bats Musketeer The Log
Musketeer
Hog Rider Zap P.E.K.K.A The Log
Hog Rider
Fire Spirit Bats Zap Musketeer The Log
Skeleton Army
P.E.K.K.A
Fire Spirit Zap Bats Musketeer The Log
The Log
Hog Rider Zap Musketeer P.E.K.K.A

Defense Synergies 2 14

Fire Spirit
Zap P.E.K.K.A The Log
Bats
Zap Musketeer P.E.K.K.A The Log
Zap
Fire Spirit Bats Musketeer Skeleton Army P.E.K.K.A The Log
Musketeer
The Log Bats Zap Skeleton Army P.E.K.K.A
Hog Rider
Skeleton Army
Zap Musketeer The Log
P.E.K.K.A
The Log Fire Spirit Bats Zap Musketeer
The Log
Musketeer P.E.K.K.A Fire Spirit Bats Zap Skeleton Army

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 Musketeer The Log
Skeleton Army P.E.K.K.A Bats Zap Musketeer The Log
Skeleton Army P.E.K.K.A Fire Spirit Bats Musketeer
Skeleton Army P.E.K.K.A Bats Musketeer
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Fire Spirit Bats Zap Musketeer
Bats Musketeer Fire Spirit Zap
Zap Musketeer P.E.K.K.A The Log
P.E.K.K.A Musketeer Skeleton Army
Skeleton Army Fire Spirit Musketeer
Bats Skeleton Army Zap Musketeer The Log
Musketeer Bats Zap
Skeleton Army P.E.K.K.A Fire Spirit Bats Zap Musketeer The Log
Fire Spirit Skeleton Army Bats Zap P.E.K.K.A The Log
Skeleton Army P.E.K.K.A
Skeleton Army Zap P.E.K.K.A The Log
Bats Musketeer Skeleton Army P.E.K.K.A
Fire Spirit Bats Zap Musketeer Skeleton Army The Log
Zap The Log Fire Spirit Bats Musketeer
P.E.K.K.A Musketeer
Skeleton Army Fire Spirit Bats Musketeer P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeleton Army Zap P.E.K.K.A
Zap Musketeer The Log
Skeleton Army P.E.K.K.A Bats Zap Musketeer The Log
Skeleton Army P.E.K.K.A Bats Zap Musketeer The Log
P.E.K.K.A Musketeer Skeleton Army
Fire Spirit Bats Zap Musketeer
Skeleton Army P.E.K.K.A Bats Musketeer
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Bats Skeleton Army The Log
P.E.K.K.A Musketeer Skeleton Army
P.E.K.K.A Bats Musketeer
Skeleton Army P.E.K.K.A Zap The Log
Skeleton Army P.E.K.K.A
Musketeer Skeleton Army
Skeleton Army Bats Zap Musketeer P.E.K.K.A The Log
Bats Zap Musketeer P.E.K.K.A The Log

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
Zap Musketeer The Log
The Log
Musketeer The Log
Fire Spirit Zap The Log
Fire Spirit Bats Zap Musketeer
Fire Spirit Musketeer The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Bats Musketeer
Zap Musketeer The Log
Fire Spirit Zap Musketeer
Fire Spirit Musketeer The Log
Musketeer
Zap Musketeer The Log
Zap Musketeer The Log
Musketeer The Log
Bats
Fire Spirit Zap Musketeer The Log
Fire Spirit Zap The Log
Musketeer The Log
Musketeer The Log
Zap Musketeer The Log
Zap The Log Fire Spirit
The Log Zap Musketeer
Zap Musketeer The Log
Zap Musketeer The Log
Fire Spirit Bats Zap Musketeer
Zap Bats Musketeer
Zap Musketeer The Log
Zap
P.E.K.K.A
The Log
Zap Fire Spirit Bats Musketeer Skeleton Army
Fire Spirit Zap Musketeer
The Log
Musketeer
The Log Zap Musketeer
Zap
Musketeer P.E.K.K.A
Zap Bats Musketeer The Log
Bats Zap Musketeer
Zap Musketeer The Log

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