My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

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 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 Fireball

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.

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Heal Spirit 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.

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.

Heal Spirit Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Heal Spirit Zap Fireball Electro Wizard Lumberjack Wizard Balloon P.E.K.K.A

Shortest cycle

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

11 Heal Spirit Zap Fireball Electro Wizard

Attack Synergies 7 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
Fireball Balloon P.E.K.K.A Electro Wizard Heal Spirit Lumberjack
Heal Spirit
Balloon Zap Wizard P.E.K.K.A Lumberjack
Fireball
Zap Electro Wizard
Wizard
Heal Spirit Balloon P.E.K.K.A Lumberjack
Balloon
Zap Heal Spirit Lumberjack Wizard Electro Wizard
P.E.K.K.A
Zap Electro Wizard Heal Spirit Wizard Lumberjack
Electro Wizard
Zap P.E.K.K.A Fireball Balloon Lumberjack
Lumberjack
Balloon Zap Heal Spirit Wizard P.E.K.K.A Electro Wizard

Defense Synergies 2 9

Zap
Fireball Electro Wizard P.E.K.K.A Lumberjack
Heal Spirit
Fireball
Zap Electro Wizard Lumberjack
Wizard
P.E.K.K.A Electro Wizard Lumberjack
Balloon
P.E.K.K.A
Zap Wizard Electro Wizard
Electro Wizard
Zap Fireball Wizard P.E.K.K.A Lumberjack
Lumberjack
Zap Fireball 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.

Zap Fireball Wizard 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 Electro Wizard
Fireball P.E.K.K.A Lumberjack
Fireball Zap Electro Wizard Lumberjack
Electro Wizard Zap Fireball Wizard
Zap Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A Lumberjack
Electro Wizard Lumberjack
Electro Wizard Zap Fireball Wizard Lumberjack
Zap Fireball Wizard Electro Wizard
P.E.K.K.A Lumberjack Zap Fireball Wizard Electro Wizard
Fireball Wizard Zap P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Zap Fireball P.E.K.K.A Electro Wizard Lumberjack
Wizard Fireball P.E.K.K.A Electro Wizard Lumberjack
Fireball Zap Wizard Electro Wizard Lumberjack
Zap Wizard Fireball Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Wizard Fireball 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.

Lumberjack Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Wizard Lumberjack
P.E.K.K.A Lumberjack Zap Electro Wizard
P.E.K.K.A Lumberjack Zap Fireball Electro Wizard
P.E.K.K.A Lumberjack
Fireball Wizard Zap Electro Wizard
P.E.K.K.A Fireball Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Electro Wizard Fireball
P.E.K.K.A
P.E.K.K.A Lumberjack
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Fireball Wizard Lumberjack
Wizard Fireball
Electro Wizard Zap Fireball P.E.K.K.A Lumberjack
Zap Fireball Wizard 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.)

Fireball
Fireball Zap Electro Wizard
Fireball
Fireball
Fireball Wizard Zap
Fireball Wizard Zap
Wizard
Fireball Zap Wizard
Fireball Zap Wizard
Fireball Electro Wizard Lumberjack
Zap Fireball Wizard Electro Wizard
Fireball Zap Wizard
Fireball
Fireball
Zap Fireball
Zap Fireball Wizard
Fireball Wizard
Fireball
Zap Fireball Wizard Electro Wizard
Zap Fireball Wizard
Fireball
Fireball Wizard
Zap Fireball
Zap Fireball Wizard
Fireball Zap Wizard Electro Wizard
Fireball Zap Wizard
Fireball Zap
Zap Fireball Wizard Electro Wizard
Zap Electro Wizard Fireball Wizard
Fireball
Zap Fireball Wizard
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard
Zap Electro Wizard Fireball
Fireball Zap Wizard Electro Wizard
Fireball
Fireball Wizard Electro Wizard Lumberjack
Zap Fireball Wizard
Zap Fireball
P.E.K.K.A
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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