My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Archers Minions 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.

Archers Elixir Collector Golem Lumberjack Night Witch

Offensive cards

Win conditions

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

Golem

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 Lumberjack

Pump responses

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

Elixir Collector

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 Golem 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 Golem 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 Minions Night Witch
Giant Snowball
Archers Minions Lumberjack Night Witch
Zap
Archers Minions Night Witch
Barbarian Barrel
Archers Lumberjack Night Witch
The Log
Archers Mini P.E.K.K.A Lumberjack
Earthquake
Archers Elixir Collector
Arrows
Archers Minions Night Witch
Royal Delivery
Archers Minions Mini P.E.K.K.A Lumberjack Night Witch
Fireball
Archers Minions Elixir Collector Lumberjack Night Witch
Poison
Archers Minions Elixir Collector Night Witch
Lightning
Mini P.E.K.K.A Elixir Collector Lumberjack Night Witch
Rocket
Elixir Collector Night Witch

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Elixir Collector Golem Night Witch

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.

Minions

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.

Mirror Archers Minions Mini P.E.K.K.A Lumberjack Night Witch Elixir Collector Golem

Shortest cycle

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

10 Mirror Archers Minions Mini P.E.K.K.A

Attack Synergies 1 13

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.

Archers
Mini P.E.K.K.A Golem Lumberjack
Minions
Mini P.E.K.K.A Golem Lumberjack
Mini P.E.K.K.A
Archers Minions Mirror Golem Lumberjack
Elixir Collector
Mirror
Mini P.E.K.K.A Lumberjack Night Witch
Golem
Night Witch Archers Minions Mini P.E.K.K.A Lumberjack
Lumberjack
Archers Minions Mini P.E.K.K.A Mirror Golem Night Witch
Night Witch
Golem Mirror Lumberjack

Defense Synergies 0 7

Archers
Minions Mini P.E.K.K.A Lumberjack
Minions
Archers Lumberjack
Mini P.E.K.K.A
Archers Mirror
Elixir Collector
Mirror
Mini P.E.K.K.A Lumberjack Night Witch
Golem
Lumberjack
Archers Minions Mirror
Night Witch
Mirror

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.

Minions
Mini P.E.K.K.A Lumberjack Minions Night Witch
Mini P.E.K.K.A Lumberjack Archers Minions Night Witch
Mini P.E.K.K.A Lumberjack Night Witch Minions
Mini P.E.K.K.A Lumberjack
Archers Minions Lumberjack Night Witch
Minions Archers Night Witch
Mini P.E.K.K.A Minions Lumberjack Night Witch
Archers Mini P.E.K.K.A Lumberjack Night Witch
Archers Minions Lumberjack Night Witch
Minions Archers Night Witch
Mini P.E.K.K.A Lumberjack Night Witch Minions
Minions Mini P.E.K.K.A Lumberjack Night Witch
Mini P.E.K.K.A Lumberjack
Mini P.E.K.K.A Lumberjack
Minions Mini P.E.K.K.A Lumberjack Night Witch
Archers Minions Lumberjack Night Witch
Archers Minions Lumberjack
Mini P.E.K.K.A Lumberjack
Archers Minions Mini 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.

Mini P.E.K.K.A Lumberjack Archers
Archers Mini P.E.K.K.A Lumberjack
Lumberjack Minions Mini P.E.K.K.A
Mini P.E.K.K.A Lumberjack Night Witch
Mini P.E.K.K.A Lumberjack Night Witch
Archers Minions
Mini P.E.K.K.A Archers Minions Lumberjack Night Witch
Mini P.E.K.K.A Lumberjack
Minions Mini P.E.K.K.A
Minions Mini P.E.K.K.A Lumberjack
Mini P.E.K.K.A Lumberjack Night Witch
Archers
Archers Minions Mini P.E.K.K.A Lumberjack Night Witch
Minions Archers Mini 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.)

Minions
Archers
Minions Mini P.E.K.K.A Lumberjack Night Witch
Archers
Minions
Minions Mini P.E.K.K.A Night Witch
Archers Mini P.E.K.K.A
Minions Night Witch
Archers Night Witch
Minions
Mini P.E.K.K.A Night Witch
Night Witch
Archers Minions Night Witch
Archers
Mini P.E.K.K.A Lumberjack
Minions

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