My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

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

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 Fireball 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.

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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 Guards 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.

Fireball

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.

Fireball 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.

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 Guards Fireball Musketeer Hog Rider P.E.K.K.A

Shortest cycle

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

10 Zap The Log Knight Guards

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
Fireball Hog Rider P.E.K.K.A Knight Musketeer Guards The Log
Knight
Musketeer Hog Rider Zap Fireball The Log
Fireball
Zap Hog Rider Knight The Log
Musketeer
Knight Hog Rider Zap P.E.K.K.A The Log
Hog Rider
Zap Knight Fireball Musketeer The Log Guards
Guards
Zap Hog Rider The Log
P.E.K.K.A
Zap Musketeer The Log
The Log
Hog Rider Zap Knight Fireball Musketeer Guards P.E.K.K.A

Defense Synergies 6 10

Zap
Fireball Knight Musketeer Guards P.E.K.K.A The Log
Knight
Musketeer Zap Fireball The Log
Fireball
Zap The Log Knight Musketeer
Musketeer
Knight Guards The Log Zap Fireball P.E.K.K.A
Hog Rider
Guards
Musketeer Zap The Log
P.E.K.K.A
The Log Zap Musketeer
The Log
Fireball Musketeer P.E.K.K.A Zap Knight Guards

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 Fireball Musketeer The Log
P.E.K.K.A Zap Knight Musketeer The Log
P.E.K.K.A Knight Musketeer
P.E.K.K.A Knight Musketeer Guards
Fireball P.E.K.K.A The Log
Fireball The Log Zap Musketeer Guards
Musketeer Zap Fireball
Zap Fireball Musketeer P.E.K.K.A The Log
P.E.K.K.A Musketeer
Knight Guards Musketeer
Guards Zap Knight Fireball Musketeer The Log
Musketeer Zap Fireball
P.E.K.K.A Zap Knight Fireball Musketeer Guards The Log
Fireball Zap Guards P.E.K.K.A The Log
P.E.K.K.A Knight
Zap Fireball P.E.K.K.A The Log
Knight Fireball Musketeer P.E.K.K.A
Fireball Zap Knight Musketeer Guards The Log
Zap The Log Knight Fireball Musketeer Guards
P.E.K.K.A Musketeer
Knight Fireball Musketeer Guards 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.

Knight Guards Zap Fireball P.E.K.K.A
Fireball Zap Knight Musketeer The Log
Guards P.E.K.K.A Zap Knight Musketeer The Log
Guards P.E.K.K.A Zap Knight Fireball Musketeer The Log
P.E.K.K.A Knight Musketeer Guards
Fireball Zap Musketeer
Guards P.E.K.K.A Knight Fireball Musketeer
P.E.K.K.A Knight
Zap P.E.K.K.A Knight Fireball The Log
P.E.K.K.A Musketeer Guards
P.E.K.K.A Knight Musketeer Guards
P.E.K.K.A Zap Fireball Guards The Log
P.E.K.K.A Knight Fireball Guards
Fireball Musketeer
Guards Zap Knight Fireball Musketeer P.E.K.K.A The Log
Zap Fireball 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.)

Fireball Knight Musketeer Guards The Log
Fireball Zap Musketeer The Log
Fireball The Log
Knight Fireball Musketeer Guards The Log
Fireball Zap The Log
Fireball Zap Musketeer
Musketeer The Log
Fireball The Log Zap
Fireball The Log Zap
Fireball Musketeer Guards
Zap Knight Fireball Musketeer The Log
Fireball Zap Musketeer
Knight Fireball Musketeer The Log
Fireball Musketeer
Zap Fireball Musketeer The Log
Zap Fireball Musketeer The Log
Fireball Musketeer The Log
Fireball
Zap Fireball Musketeer The Log
Zap Fireball The Log
Fireball Musketeer The Log
Fireball
Musketeer The Log
Zap Fireball Musketeer The Log
Zap The Log Fireball
Fireball The Log Zap Musketeer
Fireball Zap Musketeer The Log
Fireball Zap Musketeer The Log
Zap Fireball Musketeer
Zap Fireball Musketeer Guards
Fireball
Zap Fireball Musketeer The Log
Zap Fireball
P.E.K.K.A
Fireball The Log
Zap Fireball Musketeer Guards
Fireball Zap Musketeer
The Log Fireball
Fireball Knight Musketeer
The Log Zap Fireball Musketeer
Zap Fireball
Musketeer P.E.K.K.A
Zap Fireball Musketeer Guards The Log
Zap Fireball Musketeer
Zap Fireball Musketeer The Log

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