My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Fisherman

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard 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.

Wizard 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.

Graveyard

Damage spells

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

Zap The Log

Punishments

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

Lumberjack Graveyard

Pump responses

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

Graveyard

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 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.

Electro Wizard Lumberjack Graveyard

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log

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.

Guards P.E.K.K.A

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.

Graveyard

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.

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.

Zap The Log Guards Electro Wizard Lumberjack Wizard Graveyard P.E.K.K.A

Shortest cycle

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

11 Zap The Log Guards Electro Wizard

Attack Synergies 5 15

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
P.E.K.K.A Electro Wizard Graveyard Guards The Log Lumberjack
Wizard
P.E.K.K.A Lumberjack
Guards
Zap The Log Lumberjack Graveyard
P.E.K.K.A
Zap Electro Wizard Wizard The Log Lumberjack Graveyard
The Log
Zap Guards P.E.K.K.A Lumberjack Graveyard
Electro Wizard
Zap P.E.K.K.A Graveyard Lumberjack
Lumberjack
Zap Wizard Guards P.E.K.K.A The Log Electro Wizard Graveyard
Graveyard
Zap Electro Wizard Guards P.E.K.K.A The Log Lumberjack

Defense Synergies 2 16

Zap
Electro Wizard Guards P.E.K.K.A The Log Lumberjack
Wizard
Guards P.E.K.K.A The Log Electro Wizard Lumberjack
Guards
Zap Wizard The Log Electro Wizard Lumberjack
P.E.K.K.A
The Log Zap Wizard Electro Wizard
The Log
P.E.K.K.A Zap Wizard Guards Electro Wizard Lumberjack
Electro Wizard
Zap Wizard Guards P.E.K.K.A The Log Lumberjack
Lumberjack
Zap Wizard Guards The Log Electro Wizard
Graveyard

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 Wizard The Log Electro Wizard
P.E.K.K.A Lumberjack Zap The Log Electro Wizard
P.E.K.K.A Lumberjack Electro Wizard
P.E.K.K.A Lumberjack Guards Electro Wizard
P.E.K.K.A The Log Lumberjack
The Log Zap Guards Electro Wizard Lumberjack
Electro Wizard Zap Wizard
Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Lumberjack
Guards Electro Wizard Lumberjack
Guards Electro Wizard Zap Wizard The Log Lumberjack
Zap Wizard Electro Wizard
P.E.K.K.A Lumberjack Zap Wizard Guards The Log Electro Wizard
Wizard Zap Guards P.E.K.K.A The Log Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Zap P.E.K.K.A The Log Electro Wizard Lumberjack
Wizard P.E.K.K.A Electro Wizard Lumberjack
Zap Wizard Guards The Log Electro Wizard Lumberjack
Zap Wizard The Log Guards Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Wizard Guards P.E.K.K.A The Log 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 Wizard The Log Lumberjack
Guards P.E.K.K.A Lumberjack Zap The Log Electro Wizard
Guards P.E.K.K.A Lumberjack Zap The Log Electro Wizard
P.E.K.K.A Guards Lumberjack
Wizard Zap 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 The Log
P.E.K.K.A Guards
P.E.K.K.A Guards Lumberjack
P.E.K.K.A Zap Guards The Log Electro Wizard
P.E.K.K.A Wizard Guards Lumberjack
Wizard
Guards Electro Wizard Zap P.E.K.K.A The Log Lumberjack
Zap Wizard P.E.K.K.A The Log 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.)

Guards The Log
Zap The Log Electro Wizard
The Log
Guards The Log
Wizard Zap The Log
Wizard Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Guards Electro Wizard Lumberjack
Zap Wizard The Log Electro Wizard
Zap Wizard
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Zap Wizard The Log Electro Wizard
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard The Log
Zap The Log
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard Guards
Zap Wizard The Log
Zap Electro Wizard
P.E.K.K.A
Wizard The Log
Zap Electro Wizard Guards
Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard Lumberjack
The Log Zap Wizard
Zap
P.E.K.K.A
Zap Guards The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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