My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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 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!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Ice Wizard Electro Wizard Inferno Dragon Night Witch

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.

P.E.K.K.A Golem Ice Wizard Bandit Electro Wizard Inferno Dragon Lumberjack Night Witch

Offensive cards

Win conditions

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

Golem

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.

Bandit 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.

P.E.K.K.A Golem Bandit 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.

Golem Bandit 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
Bandit Inferno Dragon Night Witch
Giant Snowball
Inferno Dragon Lumberjack Night Witch
Zap
Bandit Inferno Dragon Night Witch
Barbarian Barrel
Ice Wizard Bandit Electro Wizard Lumberjack Night Witch
The Log
Bandit Lumberjack
Earthquake
Arrows
Night Witch
Royal Delivery
P.E.K.K.A Ice Wizard Bandit Electro Wizard Inferno Dragon Lumberjack Night Witch
Fireball
Ice Wizard Bandit Electro Wizard Inferno Dragon Lumberjack Night Witch
Poison
Ice Wizard Electro Wizard Night Witch
Lightning
Ice Wizard Bandit Electro Wizard Inferno Dragon Lumberjack Night Witch
Rocket
Inferno Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Wizard

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.

P.E.K.K.A Golem Ice Wizard Inferno Dragon Night 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.

Ice Wizard 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.

Ice Wizard Bandit Electro Wizard Inferno Dragon Lumberjack Night Witch P.E.K.K.A Golem

Shortest cycle

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

14 Ice Wizard Bandit Electro Wizard Inferno Dragon

Attack Synergies 2 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.

P.E.K.K.A
Electro Wizard Ice Wizard Lumberjack Night Witch
Golem
Night Witch Ice Wizard Bandit Electro Wizard Lumberjack
Ice Wizard
P.E.K.K.A Golem Bandit Lumberjack
Bandit
Golem Ice Wizard Electro Wizard Lumberjack
Electro Wizard
P.E.K.K.A Golem Bandit Lumberjack
Inferno Dragon
Lumberjack
P.E.K.K.A Golem Ice Wizard Bandit Electro Wizard Night Witch
Night Witch
Golem P.E.K.K.A Lumberjack

Defense Synergies 0 11

P.E.K.K.A
Ice Wizard Electro Wizard
Golem
Ice Wizard
P.E.K.K.A Bandit Inferno Dragon Lumberjack Night Witch
Bandit
Ice Wizard Electro Wizard Lumberjack
Electro Wizard
P.E.K.K.A Bandit Inferno Dragon Lumberjack Night Witch
Inferno Dragon
Ice Wizard Electro Wizard
Lumberjack
Ice Wizard Bandit Electro Wizard
Night Witch
Ice Wizard 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.

Electro Wizard
P.E.K.K.A Inferno Dragon Lumberjack Ice Wizard Bandit Electro Wizard Night Witch
P.E.K.K.A Lumberjack Ice Wizard Bandit Electro Wizard Inferno Dragon Night Witch
P.E.K.K.A Inferno Dragon Lumberjack Night Witch Ice Wizard Bandit Electro Wizard
P.E.K.K.A Lumberjack
Ice Wizard Bandit Electro Wizard Lumberjack Night Witch
Electro Wizard Inferno Dragon Ice Wizard Night Witch
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Inferno Dragon Ice Wizard Lumberjack Night Witch
Ice Wizard Bandit Electro Wizard Lumberjack Night Witch
Ice Wizard Electro Wizard Bandit Lumberjack Night Witch
Inferno Dragon Ice Wizard Electro Wizard Night Witch
P.E.K.K.A Lumberjack Night Witch Ice Wizard Bandit Electro Wizard
P.E.K.K.A Electro Wizard Lumberjack Night Witch
P.E.K.K.A Inferno Dragon Bandit Electro Wizard Lumberjack
P.E.K.K.A Bandit Electro Wizard Inferno Dragon Lumberjack
P.E.K.K.A Electro Wizard Lumberjack Night Witch
Ice Wizard Bandit Electro Wizard Lumberjack Night Witch
Ice Wizard Bandit Electro Wizard Inferno Dragon Lumberjack
P.E.K.K.A Electro Wizard Inferno Dragon Lumberjack
P.E.K.K.A Bandit Electro Wizard Lumberjack Night 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 Bandit Electro Wizard
Bandit Electro Wizard Inferno Dragon Lumberjack
P.E.K.K.A Bandit Lumberjack Electro Wizard
P.E.K.K.A Lumberjack Bandit Electro Wizard Night Witch
P.E.K.K.A Bandit Inferno Dragon Lumberjack Night Witch
Ice Wizard Electro Wizard
P.E.K.K.A Ice Wizard Bandit Electro Wizard Lumberjack Night Witch
P.E.K.K.A Inferno Dragon Lumberjack
P.E.K.K.A Electro Wizard Bandit Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Lumberjack
P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Lumberjack Night Witch
Electro Wizard P.E.K.K.A Inferno Dragon Lumberjack Night Witch
P.E.K.K.A Ice Wizard Electro Wizard Inferno Dragon

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.)

Bandit
Ice Wizard Bandit Electro Wizard
Bandit
Ice Wizard
Ice Wizard
Bandit
Electro Wizard Lumberjack Night Witch
Bandit Electro Wizard
Bandit
Bandit
Bandit
Bandit
Night Witch
Bandit Electro Wizard
Night Witch
Ice Wizard
Inferno Dragon
Ice Wizard Bandit Electro Wizard
Bandit
Bandit
Ice Wizard Electro Wizard Night Witch
Electro Wizard
Night Witch
Bandit Night Witch
Electro Wizard
P.E.K.K.A
Electro Wizard Bandit Night Witch
Ice Wizard Electro Wizard
Electro Wizard Lumberjack
P.E.K.K.A
Electro Wizard
Electro Wizard
Bandit Electro Wizard

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