My Best Clash Royale Deck

Deck Check Rating

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

3 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Ice Wizard 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.

Baby Dragon P.E.K.K.A Ice Wizard Lumberjack Night Witch Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball Tornado

Punishments

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

Lumberjack Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Baby Dragon P.E.K.K.A Lumberjack Mega Knight

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado Baby Dragon Ice Wizard Mega Knight

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.

Tornado Baby Dragon P.E.K.K.A Ice Wizard Night Witch Mega Knight

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.

Fireball

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.

Fireball Ice 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.

Tornado Ice Wizard Fireball Baby Dragon Lumberjack Night Witch P.E.K.K.A Mega Knight

Shortest cycle

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

14 Tornado Ice Wizard Fireball Baby Dragon

Attack Synergies 3 16

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.

Fireball
Tornado Baby Dragon Mega Knight
Tornado
Fireball Baby Dragon P.E.K.K.A Ice Wizard Night Witch Mega Knight
Baby Dragon
Tornado Fireball P.E.K.K.A Ice Wizard Lumberjack Mega Knight
P.E.K.K.A
Tornado Baby Dragon Ice Wizard Lumberjack Night Witch
Ice Wizard
Tornado Baby Dragon P.E.K.K.A Lumberjack
Lumberjack
Baby Dragon P.E.K.K.A Ice Wizard Night Witch Mega Knight
Night Witch
Tornado P.E.K.K.A Lumberjack Mega Knight
Mega Knight
Fireball Tornado Baby Dragon Lumberjack Night Witch

Defense Synergies 4 13

Fireball
Tornado Ice Wizard Lumberjack Mega Knight
Tornado
Fireball P.E.K.K.A Ice Wizard Baby Dragon Mega Knight
Baby Dragon
Ice Wizard Tornado P.E.K.K.A Lumberjack Mega Knight
P.E.K.K.A
Tornado Baby Dragon Ice Wizard
Ice Wizard
Tornado Baby Dragon Fireball P.E.K.K.A Lumberjack Night Witch Mega Knight
Lumberjack
Fireball Baby Dragon Ice Wizard
Night Witch
Ice Wizard Mega Knight
Mega Knight
Fireball Tornado Baby Dragon Ice Wizard Night Witch

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.

Fireball Baby Dragon
P.E.K.K.A Lumberjack Ice Wizard Night Witch Mega Knight
Tornado P.E.K.K.A Lumberjack Mega Knight Ice Wizard Night Witch
P.E.K.K.A Lumberjack Night Witch Ice Wizard Mega Knight
Fireball Tornado P.E.K.K.A Lumberjack Mega Knight
Fireball Tornado Baby Dragon Ice Wizard Lumberjack Night Witch Mega Knight
Tornado Fireball Baby Dragon Ice Wizard Night Witch
Fireball Baby Dragon P.E.K.K.A Mega Knight
P.E.K.K.A Tornado Ice Wizard Lumberjack Night Witch
Tornado Ice Wizard Lumberjack Night Witch Mega Knight
Ice Wizard Fireball Tornado Baby Dragon Lumberjack Night Witch Mega Knight
Fireball Tornado Baby Dragon Ice Wizard Night Witch
P.E.K.K.A Lumberjack Night Witch Mega Knight Fireball Ice Wizard
Fireball Mega Knight Tornado Baby Dragon P.E.K.K.A Lumberjack Night Witch
P.E.K.K.A Lumberjack Mega Knight
Tornado Fireball P.E.K.K.A Lumberjack Mega Knight
Mega Knight Fireball Tornado P.E.K.K.A Lumberjack Night Witch
Fireball Mega Knight Tornado Baby Dragon Ice Wizard Lumberjack Night Witch
Tornado Baby Dragon Fireball Ice Wizard Lumberjack Mega Knight
P.E.K.K.A Tornado Lumberjack
Mega Knight Fireball Baby Dragon P.E.K.K.A Lumberjack Night Witch

Counters to secondary win conditions

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

Lumberjack Mega Knight Fireball P.E.K.K.A
Fireball Baby Dragon Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight Fireball Tornado Night Witch
P.E.K.K.A Lumberjack Night Witch Mega Knight
Fireball Tornado Baby Dragon Ice Wizard
P.E.K.K.A Fireball Ice Wizard Lumberjack Night Witch
P.E.K.K.A Mega Knight Lumberjack
P.E.K.K.A Mega Knight Fireball Tornado Baby Dragon
P.E.K.K.A
P.E.K.K.A Mega Knight Lumberjack
P.E.K.K.A Mega Knight Fireball Tornado
P.E.K.K.A Mega Knight Fireball Lumberjack Night Witch
Fireball Baby Dragon Mega Knight
Fireball Tornado Baby Dragon P.E.K.K.A Lumberjack Night Witch
Mega Knight Fireball Baby Dragon P.E.K.K.A Ice 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.)

Fireball Baby Dragon
Fireball Tornado Baby Dragon Ice Wizard
Fireball Baby Dragon
Fireball
Fireball Baby Dragon Mega Knight
Fireball Tornado Baby Dragon Ice Wizard
Tornado Baby Dragon
Fireball Tornado Baby Dragon Ice Wizard
Fireball Tornado
Fireball Tornado Lumberjack Night Witch
Fireball Tornado
Fireball Tornado Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Mega Knight
Fireball Tornado
Night Witch
Fireball Baby Dragon Mega Knight
Fireball Tornado Baby Dragon Mega Knight
Fireball Baby Dragon Night Witch Mega Knight
Fireball Tornado
Tornado
Fireball Baby Dragon
Tornado Fireball Baby Dragon Ice Wizard Mega Knight
Fireball Tornado Baby Dragon Ice Wizard
Fireball Tornado Baby Dragon Mega Knight
Fireball Tornado Baby Dragon
Fireball Tornado Baby Dragon Ice Wizard Night Witch
Fireball
Fireball Night Witch
Fireball Night Witch Mega Knight
Fireball
P.E.K.K.A Mega Knight
Fireball
Fireball Night Witch
Fireball Tornado Baby Dragon Ice Wizard
Fireball
Fireball Baby Dragon Lumberjack Mega Knight
Fireball Baby Dragon
Fireball Tornado
P.E.K.K.A Mega Knight
Fireball Tornado Baby Dragon
Fireball Tornado
Fireball Tornado Baby Dragon Mega Knight

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