My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 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 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!
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.

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.

Battle Ram Baby Dragon Cannon Cart Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Battle Ram

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.

Mini P.E.K.K.A Battle Ram Cannon Cart 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.

Mini P.E.K.K.A Battle Ram Baby Dragon Cannon Cart 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.

Mini P.E.K.K.A 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
Battle Ram Guards Clone Cannon Cart
Giant Snowball
Battle Ram Guards Clone Baby Dragon Lumberjack
Zap
Battle Ram Guards Clone Cannon Cart
Barbarian Barrel
Battle Ram Guards Clone Cannon Cart Electro Wizard Lumberjack
The Log
Mini P.E.K.K.A Battle Ram Guards Clone Cannon Cart Lumberjack
Earthquake
Guards Clone
Arrows
Guards Clone
Royal Delivery
Mini P.E.K.K.A Battle Ram Guards Clone Baby Dragon Cannon Cart Electro Wizard Lumberjack
Fireball
Battle Ram Clone Baby Dragon Cannon Cart Electro Wizard Lumberjack
Poison
Guards Clone Electro Wizard
Lightning
Mini P.E.K.K.A Battle Ram Baby Dragon Cannon Cart Electro Wizard Lumberjack
Rocket
Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

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.

Mini P.E.K.K.A Battle Ram Guards Clone Baby Dragon

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.

Guards Clone Mini P.E.K.K.A Battle Ram Baby Dragon Electro Wizard Lumberjack Cannon Cart

Shortest cycle

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

14 Guards Clone Mini P.E.K.K.A Battle Ram

Attack Synergies 0 18

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.

Mini P.E.K.K.A
Baby Dragon Electro Wizard Lumberjack
Battle Ram
Baby Dragon Electro Wizard Lumberjack
Guards
Clone Lumberjack
Clone
Guards Baby Dragon Cannon Cart Electro Wizard Lumberjack
Baby Dragon
Mini P.E.K.K.A Battle Ram Clone Cannon Cart Electro Wizard Lumberjack
Cannon Cart
Clone Baby Dragon Electro Wizard Lumberjack
Electro Wizard
Mini P.E.K.K.A Battle Ram Clone Baby Dragon Cannon Cart Lumberjack
Lumberjack
Mini P.E.K.K.A Battle Ram Guards Clone Baby Dragon Cannon Cart Electro Wizard

Defense Synergies 1 12

Mini P.E.K.K.A
Electro Wizard Guards Baby Dragon Cannon Cart
Battle Ram
Guards
Mini P.E.K.K.A Baby Dragon Cannon Cart Electro Wizard Lumberjack
Clone
Baby Dragon
Mini P.E.K.K.A Guards Cannon Cart Lumberjack
Cannon Cart
Mini P.E.K.K.A Guards Baby Dragon Electro Wizard Lumberjack
Electro Wizard
Mini P.E.K.K.A Guards Cannon Cart Lumberjack
Lumberjack
Guards Baby Dragon Cannon Cart 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.

Cannon Cart Baby Dragon Electro Wizard
Mini P.E.K.K.A Lumberjack Cannon Cart Electro Wizard
Mini P.E.K.K.A Lumberjack Cannon Cart Electro Wizard
Mini P.E.K.K.A Lumberjack Guards Cannon Cart Electro Wizard
Mini P.E.K.K.A Lumberjack
Guards Baby Dragon Cannon Cart Electro Wizard Lumberjack
Electro Wizard Baby Dragon
Baby Dragon Cannon Cart Electro Wizard
Mini P.E.K.K.A Lumberjack
Guards Mini P.E.K.K.A Cannon Cart Electro Wizard Lumberjack
Guards Electro Wizard Baby Dragon Cannon Cart Lumberjack
Baby Dragon Electro Wizard
Mini P.E.K.K.A Lumberjack Guards Cannon Cart Electro Wizard
Mini P.E.K.K.A Guards Baby Dragon Cannon Cart Electro Wizard Lumberjack
Mini P.E.K.K.A Cannon Cart Electro Wizard Lumberjack
Mini P.E.K.K.A Electro Wizard Lumberjack
Mini P.E.K.K.A Cannon Cart Electro Wizard Lumberjack
Guards Baby Dragon Cannon Cart Electro Wizard Lumberjack
Baby Dragon Guards Cannon Cart Electro Wizard Lumberjack
Mini P.E.K.K.A Cannon Cart Electro Wizard Lumberjack
Mini P.E.K.K.A Guards Baby Dragon Cannon Cart Electro Wizard Lumberjack

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Lumberjack Cannon Cart Electro Wizard
Electro Wizard Mini P.E.K.K.A Baby Dragon Cannon Cart Lumberjack
Guards Lumberjack Mini P.E.K.K.A Cannon Cart Electro Wizard
Mini P.E.K.K.A Guards Lumberjack Cannon Cart Electro Wizard
Mini P.E.K.K.A Guards Cannon Cart Lumberjack
Baby Dragon Electro Wizard
Mini P.E.K.K.A Guards Cannon Cart Electro Wizard Lumberjack
Mini P.E.K.K.A Cannon Cart Lumberjack
Electro Wizard Mini P.E.K.K.A Baby Dragon Cannon Cart
Guards
Mini P.E.K.K.A Guards Cannon Cart Lumberjack
Guards Electro Wizard
Mini P.E.K.K.A Cannon Cart Guards Lumberjack
Baby Dragon Cannon Cart
Guards Electro Wizard Mini P.E.K.K.A Baby Dragon Cannon Cart Lumberjack
Mini P.E.K.K.A Baby Dragon Cannon Cart 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 Baby Dragon
Baby Dragon Electro Wizard
Baby Dragon Cannon Cart
Cannon Cart Guards
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Mini P.E.K.K.A Guards Electro Wizard Lumberjack
Cannon Cart Electro Wizard
Baby Dragon
Baby Dragon Cannon Cart
Baby Dragon Cannon Cart
Baby Dragon Cannon Cart
Baby Dragon Cannon Cart
Baby Dragon Cannon Cart
Mini P.E.K.K.A
Mini P.E.K.K.A Baby Dragon Electro Wizard
Baby Dragon
Baby Dragon
Baby Dragon Cannon Cart
Baby Dragon
Baby Dragon Electro Wizard
Baby Dragon
Baby Dragon
Baby Dragon Electro Wizard
Electro Wizard Guards
Mini P.E.K.K.A
Electro Wizard
Electro Wizard Guards Cannon Cart
Baby Dragon Electro Wizard
Mini P.E.K.K.A Baby Dragon Cannon Cart Electro Wizard Lumberjack
Baby Dragon
Cannon Cart
Guards Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Cannon Cart Electro Wizard

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