My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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.

Fire Spirit Archers 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.

Archers Wizard Balloon P.E.K.K.A Lumberjack Mega Knight

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

Punishments

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

Balloon Lumberjack Mega Knight

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.

Fire Spirit Balloon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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.

Fire Spirit P.E.K.K.A Mega Knight

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.

Fire Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Archers Lumberjack Wizard Balloon P.E.K.K.A Mega Knight

Shortest cycle

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

10 Fire Spirit Zap Archers Lumberjack

Attack Synergies 4 17

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.

Fire Spirit
P.E.K.K.A Zap Balloon Lumberjack
Zap
Balloon P.E.K.K.A Fire Spirit Archers Lumberjack Mega Knight
Archers
Zap Balloon P.E.K.K.A Lumberjack Mega Knight
Wizard
Balloon P.E.K.K.A Lumberjack Mega Knight
Balloon
Zap Lumberjack Fire Spirit Archers Wizard Mega Knight
P.E.K.K.A
Fire Spirit Zap Archers Wizard Lumberjack
Lumberjack
Balloon Fire Spirit Zap Archers Wizard P.E.K.K.A Mega Knight
Mega Knight
Zap Archers Wizard Balloon Lumberjack

Defense Synergies 1 11

Fire Spirit
Zap P.E.K.K.A
Zap
Mega Knight Fire Spirit Archers P.E.K.K.A Lumberjack
Archers
Zap P.E.K.K.A Lumberjack Mega Knight
Wizard
P.E.K.K.A Lumberjack Mega Knight
Balloon
P.E.K.K.A
Fire Spirit Zap Archers Wizard
Lumberjack
Zap Archers Wizard
Mega Knight
Zap Archers 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 Wizard
P.E.K.K.A Lumberjack Zap Mega Knight
P.E.K.K.A Lumberjack Mega Knight Fire Spirit Archers
P.E.K.K.A Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight
Fire Spirit Zap Archers Lumberjack Mega Knight
Fire Spirit Zap Archers Wizard
Zap P.E.K.K.A Mega Knight
P.E.K.K.A Lumberjack
Fire Spirit Archers Lumberjack Mega Knight
Archers Zap Wizard Lumberjack Mega Knight
Zap Archers Wizard
P.E.K.K.A Lumberjack Mega Knight Fire Spirit Zap Wizard
Fire Spirit Wizard Mega Knight Zap P.E.K.K.A Lumberjack
P.E.K.K.A Lumberjack Mega Knight
Zap P.E.K.K.A Lumberjack Mega Knight
Wizard Mega Knight P.E.K.K.A Lumberjack
Fire Spirit Mega Knight Zap Archers Wizard Lumberjack
Zap Wizard Fire Spirit Archers Lumberjack Mega Knight
P.E.K.K.A Lumberjack
Wizard Mega Knight Fire Spirit Archers P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Zap Archers P.E.K.K.A
Zap Archers Wizard Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight Zap
P.E.K.K.A Lumberjack Mega Knight Zap
P.E.K.K.A Lumberjack Mega Knight
Fire Spirit Wizard Zap Archers
P.E.K.K.A Archers Lumberjack
P.E.K.K.A Mega Knight Lumberjack
Zap P.E.K.K.A Mega Knight
P.E.K.K.A
P.E.K.K.A Mega Knight Lumberjack
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Wizard Lumberjack
Wizard Archers Mega Knight
Zap Archers P.E.K.K.A Lumberjack
Mega Knight Zap Archers Wizard P.E.K.K.A

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.)

Zap
Wizard Fire Spirit Zap Mega Knight
Wizard Fire Spirit Zap
Fire Spirit Archers Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Lumberjack
Zap Wizard
Fire Spirit Zap Archers Wizard
Fire Spirit
Zap
Zap Wizard
Wizard Mega Knight
Fire Spirit Zap Archers Wizard Mega Knight
Fire Spirit Zap Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Fire Spirit Wizard Mega Knight
Zap Wizard
Zap Wizard Mega Knight
Zap
Fire Spirit Zap Archers Wizard
Zap Wizard
Zap Wizard Mega Knight
Zap
P.E.K.K.A Mega Knight
Wizard
Zap Fire Spirit Archers
Fire Spirit Zap Archers Wizard
Wizard Lumberjack Mega Knight
Zap Wizard
Zap
P.E.K.K.A Mega Knight
Zap
Zap
Zap Mega Knight

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