My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 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 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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Wizard Baby Dragon Magic Archer

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 Baby Dragon Balloon P.E.K.K.A Bandit Magic Archer 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.

Missing

Punishments

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

Balloon Bandit 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.

Baby Dragon Balloon P.E.K.K.A Bandit Magic Archer 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 Bandit Magic Archer 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 Bandit
Giant Snowball
Baby Dragon Balloon Lumberjack
Zap
Balloon Bandit
Barbarian Barrel
Wizard Bandit Magic Archer Lumberjack
The Log
Bandit Lumberjack
Earthquake
Arrows
Royal Delivery
Wizard Baby Dragon Balloon P.E.K.K.A Bandit Magic Archer Lumberjack
Fireball
Wizard Baby Dragon Balloon Bandit Magic Archer Lumberjack
Poison
Wizard Balloon Magic Archer
Lightning
Wizard Baby Dragon Balloon Bandit Magic Archer Lumberjack
Rocket
Wizard Balloon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Magic Archer Mega Knight

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.

Baby Dragon 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.

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.

Bandit Baby Dragon Magic Archer Lumberjack Wizard Balloon P.E.K.K.A Mega Knight

Shortest cycle

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

15 Bandit Baby Dragon Magic Archer Lumberjack

Attack Synergies 2 20

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.

Wizard
Balloon P.E.K.K.A Bandit Lumberjack Mega Knight
Baby Dragon
Balloon P.E.K.K.A Bandit Lumberjack Mega Knight
Balloon
Lumberjack Wizard Baby Dragon Bandit Magic Archer Mega Knight
P.E.K.K.A
Magic Archer Wizard Baby Dragon Lumberjack
Bandit
Wizard Baby Dragon Balloon Magic Archer Lumberjack Mega Knight
Magic Archer
P.E.K.K.A Balloon Bandit Lumberjack Mega Knight
Lumberjack
Balloon Wizard Baby Dragon P.E.K.K.A Bandit Magic Archer Mega Knight
Mega Knight
Wizard Baby Dragon Balloon Bandit Magic Archer Lumberjack

Defense Synergies 0 13

Wizard
P.E.K.K.A Bandit Lumberjack Mega Knight
Baby Dragon
P.E.K.K.A Bandit Lumberjack Mega Knight
Balloon
P.E.K.K.A
Wizard Baby Dragon
Bandit
Wizard Baby Dragon Magic Archer Lumberjack Mega Knight
Magic Archer
Bandit Lumberjack Mega Knight
Lumberjack
Wizard Baby Dragon Bandit Magic Archer
Mega Knight
Wizard Baby Dragon Bandit Magic Archer

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.

Wizard Baby Dragon Magic Archer
P.E.K.K.A Lumberjack Bandit Mega Knight
P.E.K.K.A Lumberjack Mega Knight Bandit
P.E.K.K.A Lumberjack Bandit Mega Knight
P.E.K.K.A Lumberjack Mega Knight
Baby Dragon Bandit Magic Archer Lumberjack Mega Knight
Wizard Baby Dragon Magic Archer
Baby Dragon P.E.K.K.A Bandit Magic Archer Mega Knight
P.E.K.K.A Lumberjack
Bandit Lumberjack Mega Knight
Wizard Baby Dragon Bandit Magic Archer Lumberjack Mega Knight
Wizard Baby Dragon Magic Archer
P.E.K.K.A Lumberjack Mega Knight Wizard Bandit
Wizard Mega Knight Baby Dragon P.E.K.K.A Magic Archer Lumberjack
P.E.K.K.A Bandit Lumberjack Mega Knight
P.E.K.K.A Bandit Lumberjack Mega Knight
Wizard Mega Knight P.E.K.K.A Lumberjack
Mega Knight Wizard Baby Dragon Bandit Magic Archer Lumberjack
Wizard Baby Dragon Bandit Magic Archer Lumberjack Mega Knight
P.E.K.K.A Lumberjack
Wizard Mega Knight Baby Dragon P.E.K.K.A Bandit Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight P.E.K.K.A Bandit
Bandit Wizard Baby Dragon Magic Archer Lumberjack Mega Knight
P.E.K.K.A Bandit Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight Bandit
P.E.K.K.A Bandit Lumberjack Mega Knight
Wizard Baby Dragon Magic Archer
P.E.K.K.A Bandit Lumberjack
P.E.K.K.A Mega Knight Lumberjack
P.E.K.K.A Mega Knight Baby Dragon Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A Mega Knight Lumberjack
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Wizard Bandit Lumberjack
Wizard Baby Dragon Magic Archer Mega Knight
Baby Dragon P.E.K.K.A Magic Archer Lumberjack
Mega Knight Wizard Baby Dragon P.E.K.K.A Magic Archer

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.)

Magic Archer Baby Dragon Bandit
Baby Dragon Bandit Magic Archer
Baby Dragon Bandit Magic Archer
Wizard Baby Dragon Magic Archer Mega Knight
Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Wizard Bandit
Lumberjack
Wizard Bandit Magic Archer
Wizard Baby Dragon Magic Archer
Baby Dragon Bandit Magic Archer
Baby Dragon Bandit Magic Archer
Baby Dragon Magic Archer
Wizard Baby Dragon Bandit Magic Archer
Magic Archer Wizard Baby Dragon Bandit Mega Knight
Wizard Baby Dragon Bandit Magic Archer Mega Knight
Wizard Baby Dragon Magic Archer Mega Knight
Baby Dragon Magic Archer Mega Knight
Wizard
Baby Dragon
Wizard Baby Dragon Magic Archer Mega Knight
Wizard Baby Dragon Bandit Magic Archer
Wizard Baby Dragon Bandit Magic Archer Mega Knight
Baby Dragon Bandit Magic Archer
Wizard Baby Dragon Magic Archer
Wizard
Wizard Bandit Magic Archer Mega Knight
Magic Archer
P.E.K.K.A Mega Knight
Wizard Magic Archer
Bandit Magic Archer
Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer Lumberjack Mega Knight
Wizard Baby Dragon Magic Archer
P.E.K.K.A Mega Knight
Baby Dragon Magic Archer
Magic Archer
Baby Dragon Bandit Magic Archer Mega Knight

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