My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Missing cards in your collection

Wall Breakers Ram Rider

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Baby Dragon 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.

Musketeer Giant Baby Dragon P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Lightning The Log

Punishments

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

Giant

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.

Giant Baby Dragon 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.

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
Giant
Giant Snowball
Musketeer Baby Dragon
Zap
Barbarian Barrel
Musketeer Electro Wizard
The Log
Musketeer
Earthquake
Arrows
Royal Delivery
Musketeer Baby Dragon P.E.K.K.A Electro Wizard
Fireball
Musketeer Baby Dragon Electro Wizard
Poison
Musketeer Electro Wizard
Lightning
Musketeer Baby Dragon Electro Wizard
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon 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.

Baby Dragon P.E.K.K.A

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Musketeer Baby Dragon Electro Wizard Giant Lightning P.E.K.K.A

Shortest cycle

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

12 Zap The Log Musketeer Baby Dragon

Attack Synergies 6 13

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
Giant P.E.K.K.A Electro Wizard Musketeer Baby Dragon The Log
Musketeer
Giant Zap Baby Dragon P.E.K.K.A The Log
Giant
Zap Musketeer Lightning Baby Dragon The Log Electro Wizard
Baby Dragon
Zap Musketeer Giant Lightning P.E.K.K.A Electro Wizard
Lightning
Giant Baby Dragon
P.E.K.K.A
Zap Electro Wizard Musketeer Baby Dragon The Log
The Log
Zap Musketeer Giant P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Giant Baby Dragon

Defense Synergies 3 12

Zap
Electro Wizard Musketeer Baby Dragon P.E.K.K.A The Log
Musketeer
The Log Zap Baby Dragon P.E.K.K.A Electro Wizard
Giant
Baby Dragon
Zap Musketeer P.E.K.K.A The Log
Lightning
The Log
P.E.K.K.A
The Log Zap Musketeer Baby Dragon Electro Wizard
The Log
Musketeer P.E.K.K.A Zap Baby Dragon Lightning Electro Wizard
Electro Wizard
Zap Musketeer P.E.K.K.A 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 Zap Musketeer Baby Dragon The Log Electro Wizard
P.E.K.K.A Zap Musketeer The Log Electro Wizard
P.E.K.K.A Musketeer Lightning Electro Wizard
P.E.K.K.A Musketeer Electro Wizard
Lightning P.E.K.K.A The Log
The Log Zap Musketeer Baby Dragon Electro Wizard
Musketeer Lightning Electro Wizard Zap Baby Dragon
Lightning Zap Musketeer Baby Dragon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Musketeer
Musketeer Electro Wizard
Electro Wizard Zap Musketeer Baby Dragon The Log
Musketeer Zap Baby Dragon Electro Wizard
P.E.K.K.A Zap Musketeer Lightning The Log Electro Wizard
Zap Baby Dragon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Zap Lightning P.E.K.K.A The Log Electro Wizard
Musketeer P.E.K.K.A Electro Wizard
Zap Musketeer Baby Dragon The Log Electro Wizard
Zap Baby Dragon The Log Musketeer Electro Wizard
P.E.K.K.A Musketeer Electro Wizard
Musketeer Baby Dragon 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.

Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Musketeer Baby Dragon Lightning The Log
P.E.K.K.A Zap Musketeer Lightning The Log Electro Wizard
Lightning P.E.K.K.A Zap Musketeer The Log Electro Wizard
P.E.K.K.A Musketeer
Zap Musketeer Baby Dragon Electro Wizard
P.E.K.K.A Musketeer Lightning Electro Wizard
P.E.K.K.A
Zap Lightning P.E.K.K.A Electro Wizard Baby Dragon The Log
P.E.K.K.A Musketeer
P.E.K.K.A Musketeer
Lightning P.E.K.K.A Zap The Log Electro Wizard
Lightning P.E.K.K.A
Musketeer Baby Dragon
Electro Wizard Zap Musketeer Baby Dragon Lightning P.E.K.K.A The Log
Zap Musketeer Baby Dragon P.E.K.K.A 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 Musketeer Baby Dragon The Log
Zap Musketeer Baby Dragon The Log Electro Wizard
Lightning Baby Dragon The Log
Lightning Musketeer The Log
Zap Baby Dragon The Log
Zap Musketeer Baby Dragon
Musketeer Baby Dragon The Log
The Log Zap Baby Dragon Lightning
The Log Zap Lightning
Lightning Musketeer Electro Wizard
Lightning Zap Musketeer The Log Electro Wizard
Lightning Zap Musketeer Baby Dragon
Lightning Musketeer Baby Dragon The Log
Lightning Musketeer Baby Dragon
Lightning Zap Musketeer Baby Dragon The Log
Lightning Zap Musketeer Baby Dragon The Log
Lightning Musketeer Baby Dragon The Log
Lightning
Lightning
Lightning Zap Musketeer Baby Dragon The Log Electro Wizard
Lightning Zap Baby Dragon The Log
Lightning Musketeer Baby Dragon The Log
Lightning
Musketeer Lightning The Log
Lightning Zap Musketeer Baby Dragon The Log
Zap The Log Baby Dragon
The Log Zap Musketeer Baby Dragon Lightning Electro Wizard
Lightning Zap Musketeer Baby Dragon The Log
Lightning Zap Musketeer Baby Dragon The Log
Lightning Zap Musketeer Baby Dragon Electro Wizard
Zap Lightning Electro Wizard Musketeer
Lightning
Lightning Zap Musketeer The Log
Zap Lightning Electro Wizard
P.E.K.K.A
Lightning The Log
Zap Lightning Electro Wizard Musketeer
Lightning Zap Musketeer Baby Dragon Electro Wizard
The Log
Lightning Musketeer Baby Dragon Electro Wizard
The Log Zap Musketeer Baby Dragon Lightning
Lightning Zap
Musketeer P.E.K.K.A
Zap Musketeer Baby Dragon Lightning The Log Electro Wizard
Zap Musketeer Lightning Electro Wizard
Lightning Zap Musketeer Baby Dragon The Log Electro Wizard

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