My Best Clash Royale Deck

Deck Check Rating

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

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.

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.

Knight Musketeer 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.

Arrows Lightning The Log

Punishments

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

Elite Barbarians Hog Rider

Pump responses

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

Lightning

Dropped at the bridge

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

Knight Elite Barbarians Hog Rider

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight

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.

Elite Barbarians

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Musketeer Hog Rider Electro Wizard Elite Barbarians Lightning

Shortest cycle

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

12 The Log Arrows Knight Musketeer

Attack Synergies 7 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.

Arrows
Elite Barbarians Hog Rider Knight Lightning
Knight
Musketeer Hog Rider Arrows Elite Barbarians The Log Electro Wizard
Elite Barbarians
Arrows Knight Hog Rider The Log
Musketeer
Knight Hog Rider The Log
Hog Rider
Arrows Knight Musketeer Lightning The Log Elite Barbarians Electro Wizard
Lightning
Hog Rider Arrows
The Log
Hog Rider Knight Elite Barbarians Musketeer
Electro Wizard
Knight Hog Rider

Defense Synergies 3 7

Arrows
Knight Lightning
Knight
Musketeer Electro Wizard Arrows The Log
Elite Barbarians
The Log
Musketeer
Knight The Log Electro Wizard
Hog Rider
Lightning
Arrows The Log
The Log
Musketeer Knight Elite Barbarians Lightning Electro Wizard
Electro Wizard
Knight Musketeer The Log

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.

Lightning Knight Musketeer The Log Electro Wizard
Elite Barbarians Knight Musketeer The Log Electro Wizard
Knight Elite Barbarians Musketeer Lightning Electro Wizard
Elite Barbarians Knight Musketeer Electro Wizard
Lightning Arrows Elite Barbarians The Log
Arrows The Log Musketeer Electro Wizard
Musketeer Lightning Electro Wizard Arrows
Lightning Arrows Musketeer The Log Electro Wizard
Elite Barbarians Musketeer
Knight Elite Barbarians Musketeer Electro Wizard
Electro Wizard Arrows Knight Musketeer The Log
Arrows Musketeer Electro Wizard
Knight Elite Barbarians Musketeer Lightning The Log Electro Wizard
Arrows The Log Electro Wizard
Elite Barbarians Knight Electro Wizard
Elite Barbarians Lightning The Log Electro Wizard
Arrows Knight Elite Barbarians Musketeer Electro Wizard
Arrows Knight Elite Barbarians Musketeer The Log Electro Wizard
Arrows The Log Knight Musketeer Electro Wizard
Elite Barbarians Musketeer Electro Wizard
Arrows Knight Elite Barbarians Musketeer The Log Electro Wizard

Counters to secondary win conditions

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

Knight Elite Barbarians Electro Wizard
Electro Wizard Arrows Knight Elite Barbarians Musketeer Lightning The Log
Knight Elite Barbarians Musketeer Lightning The Log Electro Wizard
Lightning Knight Elite Barbarians Musketeer The Log Electro Wizard
Knight Elite Barbarians Musketeer
Arrows Musketeer Electro Wizard
Knight Elite Barbarians Musketeer Lightning Electro Wizard
Knight Elite Barbarians
Lightning Electro Wizard Knight Elite Barbarians The Log
Musketeer
Knight Elite Barbarians Musketeer
Lightning Arrows Elite Barbarians The Log Electro Wizard
Elite Barbarians Lightning Knight
Musketeer
Elite Barbarians Electro Wizard Knight Musketeer Lightning The Log
Arrows Elite Barbarians 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.)

Lightning Arrows Knight Musketeer The Log
Arrows Musketeer The Log Electro Wizard
Lightning Arrows The Log
Lightning Arrows Knight Musketeer The Log
Arrows The Log
Arrows Musketeer
Arrows Musketeer The Log
Arrows The Log Lightning
Arrows The Log Lightning
Lightning Elite Barbarians Musketeer Electro Wizard
Lightning Arrows Knight Musketeer The Log Electro Wizard
Lightning Arrows Musketeer
Lightning Knight Elite Barbarians Musketeer The Log
Lightning Arrows Musketeer
Lightning Arrows Elite Barbarians Musketeer The Log
Lightning Arrows Musketeer The Log
Lightning Arrows Musketeer The Log
Lightning Arrows
Lightning
Lightning Arrows Musketeer The Log Electro Wizard
Lightning Arrows The Log
Lightning Musketeer The Log
Lightning Arrows
Musketeer Lightning The Log
Lightning Arrows Musketeer The Log
Arrows The Log
Arrows The Log Musketeer Lightning Electro Wizard
Lightning Arrows Musketeer The Log
Lightning Arrows Musketeer The Log
Elite Barbarians Lightning Arrows Musketeer Electro Wizard
Lightning Electro Wizard Musketeer
Lightning Elite Barbarians
Lightning Arrows Musketeer The Log
Lightning Arrows Electro Wizard
Arrows Lightning The Log
Lightning Electro Wizard Musketeer
Lightning Arrows Musketeer Electro Wizard
Arrows The Log
Lightning Knight Musketeer Electro Wizard
Arrows The Log Musketeer Lightning
Lightning Arrows
Elite Barbarians Musketeer
Elite Barbarians Musketeer Lightning The Log Electro Wizard
Musketeer Lightning Electro Wizard
Lightning Musketeer The Log Electro Wizard

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