My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Electro Wizard Magic Archer Mother Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Battle Ram P.E.K.K.A Electro Wizard Magic Archer Lumberjack Mother Witch

Offensive cards

Win conditions

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

Mortar Battle Ram

Damage spells

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

Missing

Punishments

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

Mortar Battle Ram Lumberjack

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.

Mortar Battle Ram P.E.K.K.A Magic Archer Lumberjack

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.

Firecracker Electro Wizard Magic Archer Lumberjack

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
Battle Ram
Giant Snowball
Battle Ram Lumberjack
Zap
Firecracker Mortar Battle Ram
Barbarian Barrel
Firecracker Mortar Battle Ram Electro Wizard Magic Archer Lumberjack
The Log
Firecracker Battle Ram Lumberjack
Earthquake
Firecracker Mortar
Arrows
Firecracker
Royal Delivery
Firecracker Battle Ram P.E.K.K.A Electro Wizard Magic Archer Lumberjack Mother Witch
Fireball
Firecracker Mortar Battle Ram Electro Wizard Magic Archer Lumberjack Mother Witch
Poison
Firecracker Mortar Electro Wizard Magic Archer Mother Witch
Lightning
Mortar Battle Ram Electro Wizard Magic Archer Lumberjack Mother Witch
Rocket
Mortar Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Mortar Magic Archer

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.

Battle Ram P.E.K.K.A Mother Witch

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.

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.

Firecracker Mortar Battle Ram Electro Wizard Magic Archer Lumberjack Mother Witch P.E.K.K.A

Shortest cycle

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

15 Firecracker Mortar Battle Ram Electro Wizard

Attack Synergies 3 14

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.

Firecracker
Mortar Battle Ram P.E.K.K.A Lumberjack
Mortar
Firecracker
Battle Ram
Magic Archer Firecracker P.E.K.K.A Electro Wizard Lumberjack Mother Witch
P.E.K.K.A
Electro Wizard Magic Archer Firecracker Battle Ram Lumberjack Mother Witch
Electro Wizard
P.E.K.K.A Battle Ram Magic Archer Lumberjack
Magic Archer
Battle Ram P.E.K.K.A Electro Wizard Lumberjack Mother Witch
Lumberjack
Firecracker Battle Ram P.E.K.K.A Electro Wizard Magic Archer
Mother Witch
Battle Ram P.E.K.K.A Magic Archer

Defense Synergies 0 12

Firecracker
Mortar P.E.K.K.A Electro Wizard Lumberjack
Mortar
Firecracker Electro Wizard Lumberjack
Battle Ram
P.E.K.K.A
Firecracker Electro Wizard
Electro Wizard
Firecracker Mortar P.E.K.K.A Magic Archer Lumberjack
Magic Archer
Electro Wizard Lumberjack Mother Witch
Lumberjack
Firecracker Mortar Electro Wizard Magic Archer Mother Witch
Mother Witch
Magic Archer Lumberjack

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.

Firecracker Mortar Electro Wizard Magic Archer
P.E.K.K.A Lumberjack Firecracker Mortar Electro Wizard
Mortar P.E.K.K.A Lumberjack Electro Wizard
P.E.K.K.A Lumberjack Firecracker Mortar Electro Wizard
Firecracker P.E.K.K.A Lumberjack
Firecracker Electro Wizard Magic Archer Lumberjack Mother Witch
Electro Wizard Firecracker Mortar Magic Archer
P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Mortar Lumberjack
Firecracker Electro Wizard Lumberjack
Electro Wizard Mother Witch Firecracker Magic Archer Lumberjack
Firecracker Electro Wizard Magic Archer
Mortar P.E.K.K.A Lumberjack Electro Wizard
Firecracker Mortar P.E.K.K.A Electro Wizard Magic Archer Lumberjack
P.E.K.K.A Mortar Electro Wizard Lumberjack
Mortar P.E.K.K.A Electro Wizard Lumberjack
Firecracker Mortar P.E.K.K.A Electro Wizard Lumberjack
Mortar Firecracker Electro Wizard Magic Archer Lumberjack
Mortar Firecracker Electro Wizard Magic Archer Lumberjack Mother Witch
P.E.K.K.A Mortar Electro Wizard Lumberjack
Firecracker P.E.K.K.A Electro Wizard Lumberjack Mother Witch

Counters to secondary win conditions

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

Lumberjack P.E.K.K.A Electro Wizard
Electro Wizard Firecracker Mortar Magic Archer Lumberjack
P.E.K.K.A Lumberjack Electro Wizard
P.E.K.K.A Lumberjack Electro Wizard
P.E.K.K.A Lumberjack
Firecracker Mother Witch Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
P.E.K.K.A Electro Wizard Firecracker Mortar Magic Archer
P.E.K.K.A
P.E.K.K.A Lumberjack
P.E.K.K.A Electro Wizard
P.E.K.K.A Lumberjack
Firecracker Magic Archer
Electro Wizard Firecracker Mortar P.E.K.K.A Magic Archer Lumberjack
Firecracker P.E.K.K.A Electro Wizard Magic Archer Mother Witch

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.)

Magic Archer Firecracker Mortar
Firecracker Mortar Electro Wizard Magic Archer
Magic Archer
Firecracker
Firecracker Mortar Magic Archer
Firecracker Mother Witch Magic Archer
Firecracker Mortar Magic Archer
Firecracker Magic Archer
Firecracker Mortar
Electro Wizard Lumberjack
Firecracker Mortar Electro Wizard Magic Archer
Firecracker Magic Archer
Firecracker Mortar Magic Archer
Firecracker Mortar Magic Archer
Firecracker Mortar Magic Archer
Firecracker Mortar Magic Archer
Magic Archer Firecracker Mortar
Mortar
Firecracker Mortar Electro Wizard Magic Archer
Firecracker Mortar Magic Archer Mother Witch
Magic Archer
Mortar
Firecracker Mother Witch Mortar Magic Archer
Firecracker Mortar Electro Wizard Magic Archer
Mortar Magic Archer
Firecracker Mortar Magic Archer
Firecracker Electro Wizard Magic Archer Mother Witch
Electro Wizard Firecracker
Mortar Magic Archer
Firecracker Electro Wizard Magic Archer
P.E.K.K.A
Firecracker Magic Archer
Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer Lumberjack
Firecracker Mortar Magic Archer
Firecracker P.E.K.K.A
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Mortar Electro Wizard Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: