My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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.

Bats 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.

Skeletons Bats Witch P.E.K.K.A Lumberjack Sparky

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rocket

Punishments

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

Lumberjack

Pump responses

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

Rocket

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.

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
Skeletons Bats Guards Sparky
Giant Snowball
Skeletons Bats Guards Witch Lumberjack
Zap
Skeletons Bats Guards Witch Sparky
Barbarian Barrel
Skeletons Guards Witch Lumberjack Sparky
The Log
Skeletons Guards Witch Lumberjack Sparky
Earthquake
Skeletons Guards Witch
Arrows
Skeletons Bats Guards Witch
Royal Delivery
Skeletons Bats Guards Witch P.E.K.K.A Lumberjack Sparky
Fireball
Witch Lumberjack Sparky
Poison
Bats Guards Witch Sparky
Lightning
Witch Lumberjack Sparky
Rocket
Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Sparky

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.

Bats Rocket Guards P.E.K.K.A Sparky

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.

Witch

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.

Skeletons Bats Guards Lumberjack Witch Rocket Sparky P.E.K.K.A

Shortest cycle

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

10 Skeletons Bats Guards Lumberjack

Attack Synergies 0 8

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.

Skeletons
Bats
P.E.K.K.A Lumberjack Sparky
Rocket
Guards
Lumberjack
Witch
P.E.K.K.A Lumberjack
P.E.K.K.A
Bats Witch Lumberjack
Lumberjack
Bats Guards Witch P.E.K.K.A Sparky
Sparky
Bats Lumberjack

Defense Synergies 0 12

Skeletons
Bats Witch P.E.K.K.A Lumberjack Sparky
Bats
Skeletons P.E.K.K.A Lumberjack Sparky
Rocket
Guards
Witch Lumberjack Sparky
Witch
Skeletons Guards Lumberjack
P.E.K.K.A
Skeletons Bats
Lumberjack
Skeletons Bats Guards Witch
Sparky
Skeletons Bats Guards

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.

Rocket Sparky
P.E.K.K.A Lumberjack Sparky Skeletons Bats Witch
Rocket Witch P.E.K.K.A Lumberjack Sparky Skeletons Bats
Witch P.E.K.K.A Lumberjack Sparky Skeletons Bats Guards
Rocket P.E.K.K.A Lumberjack Sparky
Skeletons Bats Guards Lumberjack
Bats Rocket Witch
Rocket P.E.K.K.A Sparky
Witch P.E.K.K.A Sparky Skeletons Lumberjack
Guards Skeletons Lumberjack Sparky
Bats Guards Witch Skeletons Lumberjack
Bats Witch
P.E.K.K.A Lumberjack Sparky Skeletons Bats Rocket Guards Witch
Rocket Sparky Bats Guards Witch P.E.K.K.A Lumberjack
P.E.K.K.A Sparky Lumberjack
Rocket P.E.K.K.A Lumberjack Sparky
Sparky Skeletons Bats Witch P.E.K.K.A Lumberjack
Bats Guards Witch Lumberjack
Witch Bats Guards Lumberjack
P.E.K.K.A Sparky Lumberjack
Bats Guards Witch P.E.K.K.A Lumberjack Sparky

Counters to secondary win conditions

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

Guards Lumberjack Skeletons Witch P.E.K.K.A Sparky
Rocket Lumberjack
Guards P.E.K.K.A Lumberjack Skeletons Bats Rocket Witch Sparky
Rocket Guards P.E.K.K.A Lumberjack Bats Sparky
P.E.K.K.A Skeletons Guards Witch Lumberjack Sparky
Rocket Skeletons Bats Witch
Rocket Guards P.E.K.K.A Sparky Skeletons Bats Witch Lumberjack
P.E.K.K.A Lumberjack Sparky
Rocket P.E.K.K.A Skeletons Bats Witch Sparky
Witch P.E.K.K.A Skeletons Guards Sparky
P.E.K.K.A Bats Guards Witch Lumberjack Sparky
Rocket P.E.K.K.A Guards
Rocket P.E.K.K.A Skeletons Guards Witch Lumberjack Sparky
Witch Sparky
Guards Witch Sparky Skeletons Bats Rocket P.E.K.K.A Lumberjack
Bats Witch P.E.K.K.A Sparky

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.)

Rocket Guards Sparky
Rocket Sparky
Rocket Guards Sparky
Rocket Sparky
Bats Rocket Witch
Witch Sparky
Rocket Bats Guards Lumberjack Sparky
Rocket Sparky
Rocket
Rocket Sparky
Rocket
Sparky
Rocket Witch Sparky
Rocket Sparky
Rocket Sparky
Bats Rocket Sparky
Rocket Sparky
Rocket Witch
Rocket Sparky
Rocket
Rocket Sparky
Rocket
Witch Sparky
Witch
Witch Sparky
Witch Sparky
Rocket Sparky
Bats Witch Sparky
Rocket Bats Guards Witch
Sparky
Rocket Sparky
Rocket Sparky
P.E.K.K.A Sparky
Rocket Sparky
Bats Rocket Guards Witch
Rocket Witch
Rocket Lumberjack Sparky
Rocket Sparky
P.E.K.K.A Sparky
Bats Rocket Guards Witch Sparky
Bats Rocket Witch
Rocket Witch Sparky

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