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My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 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.

Suspicious Bush Musketeer Elixir Collector

Offensive cards

Win conditions

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

Wall Breakers

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.

Mini P.E.K.K.A Wall Breakers

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Fire Spirit Suspicious Bush Mini P.E.K.K.A Wall Breakers Skeleton Army

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.

Mini P.E.K.K.A Wall Breakers

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
Wall Breakers Skeleton Army
Giant Snowball
Fire Spirit Musketeer Wall Breakers Skeleton Army
Zap
Fire Spirit Wall Breakers Skeleton Army
Barbarian Barrel
Fire Spirit Musketeer Wall Breakers Skeleton Army
The Log
Fire Spirit Suspicious Bush Mini P.E.K.K.A Musketeer Wall Breakers Skeleton Army
Earthquake
Elixir Collector Skeleton Army
Arrows
Fire Spirit Suspicious Bush Wall Breakers Skeleton Army
Royal Delivery
Fire Spirit Mini P.E.K.K.A Musketeer Wall Breakers Skeleton Army
Fireball
Suspicious Bush Musketeer Elixir Collector Wall Breakers Skeleton Army
Poison
Suspicious Bush Musketeer Elixir Collector Skeleton Army
Lightning
Mini P.E.K.K.A Musketeer Elixir Collector
Rocket
Musketeer Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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 Suspicious Bush Mini P.E.K.K.A Elixir Collector Skeleton Army

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Wall Breakers Suspicious Bush The Log Skeleton Army Mini P.E.K.K.A Musketeer Elixir Collector

Shortest cycle

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

7 Fire Spirit Wall Breakers Suspicious Bush The Log

Attack Synergies 0 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.

Wall Breakers
Fire Spirit The Log
Suspicious Bush
Mini P.E.K.K.A
Musketeer Fire Spirit The Log
Musketeer
Mini P.E.K.K.A The Log
Skeleton Army
Fire Spirit
Wall Breakers Mini P.E.K.K.A
Elixir Collector
The Log
Wall Breakers Mini P.E.K.K.A Musketeer

Defense Synergies 2 6

Wall Breakers
Suspicious Bush
Mini P.E.K.K.A
The Log Musketeer Skeleton Army Fire Spirit
Musketeer
The Log Mini P.E.K.K.A Skeleton Army
Skeleton Army
Mini P.E.K.K.A Musketeer The Log
Fire Spirit
Mini P.E.K.K.A The Log
Elixir Collector
The Log
Mini P.E.K.K.A Musketeer Skeleton Army Fire Spirit

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.

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

Counters to secondary win conditions

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

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

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