My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Baby Dragon Balloon P.E.K.K.A Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Arrows

Punishments

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

Balloon 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.

Baby Dragon Balloon P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Baby Dragon

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 Guards 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.

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 Arrows Guards Baby Dragon Electro Wizard Lumberjack Balloon P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Guards Baby Dragon

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
Arrows Balloon P.E.K.K.A Electro Wizard Guards Baby Dragon Lumberjack
Arrows
Zap Balloon P.E.K.K.A Lumberjack
Guards
Zap Lumberjack
Baby Dragon
Zap Balloon P.E.K.K.A Electro Wizard Lumberjack
Balloon
Zap Arrows Lumberjack Baby Dragon Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Baby Dragon Lumberjack
Electro Wizard
Zap P.E.K.K.A Baby Dragon Balloon Lumberjack
Lumberjack
Balloon Zap Arrows Guards Baby Dragon P.E.K.K.A Electro Wizard

Defense Synergies 1 14

Zap
Electro Wizard Arrows Guards Baby Dragon P.E.K.K.A Lumberjack
Arrows
Zap P.E.K.K.A Lumberjack
Guards
Zap Baby Dragon Electro Wizard Lumberjack
Baby Dragon
Zap Guards P.E.K.K.A Lumberjack
Balloon
P.E.K.K.A
Zap Arrows Baby Dragon Electro Wizard
Electro Wizard
Zap Guards P.E.K.K.A Lumberjack
Lumberjack
Zap Arrows Guards Baby Dragon Electro Wizard

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 Baby Dragon Electro Wizard
P.E.K.K.A Lumberjack Zap Electro Wizard
P.E.K.K.A Lumberjack Electro Wizard
P.E.K.K.A Lumberjack Guards Electro Wizard
Arrows P.E.K.K.A Lumberjack
Arrows Zap Guards Baby Dragon Electro Wizard Lumberjack
Electro Wizard Zap Arrows Baby Dragon
Zap Arrows Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Lumberjack
Guards Electro Wizard Lumberjack
Guards Electro Wizard Zap Arrows Baby Dragon Lumberjack
Arrows Zap Baby Dragon Electro Wizard
P.E.K.K.A Lumberjack Zap Guards Electro Wizard
Zap Arrows Guards Baby Dragon P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Zap P.E.K.K.A Electro Wizard Lumberjack
Arrows P.E.K.K.A Electro Wizard Lumberjack
Arrows Zap Guards Baby Dragon Electro Wizard Lumberjack
Zap Arrows Baby Dragon Guards Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Arrows Guards Baby Dragon P.E.K.K.A Electro Wizard Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Baby Dragon Lumberjack
Guards P.E.K.K.A Lumberjack Zap Electro Wizard
Guards P.E.K.K.A Lumberjack Zap Electro Wizard
P.E.K.K.A Guards Lumberjack
Arrows Zap Baby Dragon Electro Wizard
Guards P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Electro Wizard Baby Dragon
P.E.K.K.A Guards
P.E.K.K.A Guards Lumberjack
P.E.K.K.A Zap Arrows Guards Electro Wizard
P.E.K.K.A Guards Lumberjack
Baby Dragon
Guards Electro Wizard Zap Baby Dragon P.E.K.K.A Lumberjack
Arrows Zap Baby Dragon P.E.K.K.A 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.)

Arrows Guards Baby Dragon
Arrows Zap Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows Guards
Zap Arrows Baby Dragon
Arrows Zap Baby Dragon
Arrows Baby Dragon
Arrows Zap Baby Dragon
Arrows Zap
Guards Electro Wizard Lumberjack
Zap Arrows Electro Wizard
Zap Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Zap Arrows Baby Dragon Electro Wizard
Zap Arrows Baby Dragon
Baby Dragon
Arrows
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon
Arrows Zap Baby Dragon Electro Wizard
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon Electro Wizard
Zap Electro Wizard Guards
Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Guards
Zap Arrows Baby Dragon Electro Wizard
Arrows
Baby Dragon Electro Wizard Lumberjack
Arrows Zap Baby Dragon
Zap Arrows
P.E.K.K.A
Zap Guards Baby Dragon Electro Wizard
Zap Electro Wizard
Zap Baby Dragon Electro Wizard

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